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Releases: Fothsid/OBTool

OBTool v0.0.2

14 Aug 18:47
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OBTool v0.0.2 Pre-release
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  • Upon converting to FBX, duplicate vertices, normals, texture coordinates and color vertices are now sorted out;
  • When converting to FBX, materials are now using Lambert shading model;
  • Added various sanity checks;
  • Enabled triangle grouping by vertex weight;
  • Mesh transformations are now applied to the vertices (Should help with files exported from 3DS Max).

OBTool v0.0.1

12 Aug 18:31
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OBTool v0.0.1 Pre-release
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Some things to keep in mind:

  • I didn't do that much testing on this thing.
  • All issues that are related to handling files exported from/imported to Blender will be ignored
  • It's recommended to use Maya for making FBX files compatible with this program
  • This thing works correctly with character models ONLY. Rooms and such are not supported yet.
  • High polygon models of characters have multiple models in them that libthanatos doesn't see yet

Hierarchy notes:

  • Nodes MUST be numbered in a "NodeX" way (e.g. Node0, Node1, Node2, etc.)
  • Those nodes must be sequential, without any gaps between the numbers (e.g. Node0, Node2; without Node1)
  • If it does encounter such a gap, it stops loading next nodes.

Small tutorial on how to get a custom model into the game:

  • Grab a random character model from the game itself
  • Convert it to FBX (OBTool.exe ConvertToFBX <nbd> <fbx>)
  • Grab the hierarchy from that file starting from Node0 and DO NOT RENAME ANY NODES
  • Delete the unneeded meshes
  • Import the model you want to get into the game
  • Make sure it has less than 32 meshes and name them as Mesh0, Mesh1, etc.
  • Make sure that it doesn't have any texture maps for anything other than diffuse (unless you want duplicated textures in NBD)
  • Make sure that the textures it uses have 256 colors or less (you could resave them in something like paint.net with 8-bit depth)
  • If you are rigging a playable character, make sure that Mesh1 is zombie eyes, otherwise it will be invisible unless the player is a zombie.
  • Rig your model for that Node0, Node1, Node2, etc... hierarchy
  • It's highly recommended to have maximum influences to be at 4 or less because the game crashes with anything higher (OBTool will automatically strip the influences if there are more than 4 of them in a vertex, but the model may look incorrectly in-game)
  • Export it to FBX
  • Convert that FBX to NBD (OBTool.exe ConvertToNBD <fbx> <nbd>)