[mod team job] File Format Converter

Since we're still pretty much in the dark about working with the file formats, and it looks like 3DS or Maya will be required for some steps, it occurred to me that just converting those files so others can work with them in Blender would be a valuable contribution.  If you own the software and can efficiently convert the files, both to a format usable in Blender and back into a format usable in-game, you could help a lot of people out and facilitate the creation of many more mods than would otherwise be possible.  The role would be analogous to the guy on a fansub team who converts the RAW to XviD.  Not a glamorous job, but experts in file conversion are essential.

Unless a) one or more people step into that role or b) somebody figures out how to do it all in Blender and posts detailed instructions, the only option for most of us is to use a trial version of 3DS or Maya for the file format conversions.  (There's probably a good-sized curve just to learn that.)  I'd prefer not to use commercial apps at all, since I couldn't use them on a paying job--unless I make a sudden career change and start working for a company that has them.

6,814 views 12 replies
Reply #1 Top

I really do hope there's a way to use Blender to create our own stuff, I've been learning blender specifically to add my own stuff to this game. It's a really nice program and I finally learned how to add some basic animation moments ago so I'm really hoping the effort isn't wasted :(.

Reply #2 Top

I am 90% certain that Blender models will be able to be imported into the game. That is one of the goals at least.

Reply #3 Top

I feel like it's a little premature for this. Stardock is going to give us a converter, and I'd be willing to bet it will allow us to use at least one peice of free modeling software (Blender, XSI mod tool, whatever). It would be crazy for them to expect people to have access to professional software. Plus, we won't be getting the converter until release at the earliest anyway, so I would wait until we know the capabilities of it before asking people to convert for you.

Reply #4 Top

Where did they write that they're giving us a converter?

Reply #5 Top

Quoting otakucore2, reply 4
Where did they write that they're giving us a converter?

 

I t was said that owning 3DS or Maya was not going to be required, but that dosent meen they will have a converter, but one can hope.

Reply #6 Top

Quoting sjwt, reply 5



Quoting otakucore2,
reply 4
Where did they write that they're giving us a converter?



 

I t was said that owning 3DS or Maya was not going to be required, but that dosent meen they will have a converter, but one can hope.

It was in some dev journal a while back. Also, one of the devs confirmed it in the IRC chat. See here and here. There will be a converter, but we don't know the capabilities of it yet.

Reply #7 Top

Quoting kyogre12, reply 6



Quoting sjwt,
reply 5



Quoting otakucore2,
reply 4
Where did they write that they're giving us a converter?



 

I t was said that owning 3DS or Maya was not going to be required, but that doesn't mean they will have a converter, but one can hope.



It was in some dev journal a while back. Also, one of the devs confirmed it in the IRC chat. See here and here. There will be a converter, but we don't know the capabilities of it yet.

Indeed. The only thing I would say I disagree on is earlier when you said it might be "premature" for this. I think it's something we need A.s.a.p. . It's definitely something that will be needed for us to put in our own models and that's something a lot of modders will probably want to do, including myself. Then again I'm not modeler or animator. I can do quality skins and textures and apply them to models though and even do custom skins to fit particular models.

Reply #8 Top

Quoting Raven, reply 7



Quoting kyogre12,
reply 6



Quoting sjwt,
reply 5



Quoting otakucore2,
reply 4
Where did they write that they're giving us a converter?



 

I t was said that owning 3DS or Maya was not going to be required, but that doesn't mean they will have a converter, but one can hope.



It was in some dev journal a while back. Also, one of the devs confirmed it in the IRC chat. See here and here. There will be a converter, but we don't know the capabilities of it yet.



Indeed. The only thing I would say I disagree on is earlier when you said it might be "premature" for this. I think it's something we need A.s.a.p. . It's definitely something that will be needed for us to put in our own models and that's something a lot of modders will probably want to do, including myself. Then again I'm not modeler or animator. I can do quality skins and textures and apply them to models though and even do custom skins to fit particular models.

I meant premature as in asking for people to volunteer to convert stuff. That kind of required the converter, which we won't have for at least another month or so:P . We don't even know what modelling software besides 3DS Max and Maya can be used yet. Until you actually know for sure whether you can get your models in game or not, I think it's premature to ask for help doing so.

Reply #9 Top

Quoting kyogre12, reply 8

I meant premature as in asking for people to volunteer to convert stuff. That kind of required the converter, which we won't have for at least another month or so . We don't even know what modelling software besides 3DS Max and Maya can be used yet. Until you actually know for sure whether you can get your models in game or not, I think it's premature to ask for help doing so.

Hmm, ok, I'll give you that one. . . . for now :P

Reply #10 Top

It's going to be awesome if they supply a converter.  The wording of that comment by Frogboy, though, makes me wonder.  "We also have a tool we’ll be releasing that makes Havok files work with Elemental" doesn't say they'll make Havok files work with Blender or Hexagon and so on.

I didn't know about that free XSI Mod Tool.  The Intel Havok software works with XSI 6.5--I wonder if it works with this Mod Tool.  Probably wishful thinking.

To clarify, I'm not asking people to volunteer to help me with my mod, just suggesting that it would be a good idea to help people out in that way.

Has anyone started a modding wiki?

 

EDIT:  Nope.  Just tried it.  The Intel Havok software won't even install if you don't have one of the listed program versions.  Even the oldest version of XSI is $3000.

Reply #11 Top

That link for the xsi modtool is for an older version.  I don't know if it helps but SD seems to have updated their version of havok during development in the past year.  Older hkb files showed Havok-6.0.0-r1, and the current Elemental hkb files show Havok-7.1.0-r1.  So... if you get the current mod tool from the autodesk site, and not the older version from moddb.com does the havok toolset install?

 

On a related note, I've not used Blender in about 2 years - and when I did, I only worked with Blender native files (with a hobbyist's interest).  But I see that the current Blender beta has a 3ds file format importer and exporter (this functionality, back when I used Blender, was trial & error through community-provided scripts and utilities).  Since I've not ever used a converter and since we haven't yet seen the SD provided converter, I don't know if this helps for Elemental modeling using Blender or not..  Is the converter going to be just a python script?  If so, does that mean we'll be able to import/export through Blender, then run the SD provided converter to get something that the havok tools can work with?

Reply #12 Top

Same thing.  It wants a usable XSI 6.5 directory.

EDIT:  It looks like all of the trial versions on Autodesk's site are 2011 versions.

Usually older versions of trials are available on other sites, so I'm sure we can get them somehow; in fact, I've already found 3DS Max 2010.  But it would be much better if we didn't have to exploit free trials.