Save as OBJ possibilities

TheckTheck Join Date: 2010-02-17 Member: 70611Members
In the 152 changelog I've read a line and I want to ask you (community and UWE) if it's possible to use this in the way I'm thinking about.

The line is the OBJ exportation option in the editor.

I've done a fast test and I can save as OBJ and go to my XSI mod tool and import it. I can see perfectly the geometry and it seems I can work with it.

But I have not been able to see if the UV coordinates for the textures were exported or not.


If you don't know it, take a look at <a href="http://developer.valvesoftware.com/wiki/Propper" target="_blank">propper</a>, it's a hacked version of vBsp that allows hammer to compile maps as props.

I think I'm not the only want that find easier to use Hammer or Spark than XSI, 3DS and other modelling programs and I think if something similar to propper it's doable with Spark will help many mappers to have static props in their maps not depending of modellers.

If OBJ exportation exports UV coordinates I thinks it will not be very difficult to do a program that copies the DDS files, modifies the material files and compiles the OBJ to the Spark format.


In conclusion:

¿Does the OBJ exportation export the UV info?
¿What do you think about this possibility?
¿Are the use of props more optimal for the engine?

Count that we are talking about a person that will do geometry in the editor and then copy paste it to have more "entities" of an object.

Comments

  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited October 2010
    The OBJ export was introduced to simplify a certain case where the mapper has made an area and requires the moddeler to make a model that fits that sapce. So the mapper can export as an object for the moddeler to use as a refrance for scale when producing a prop.

    I cant say for sure, but i dont think Max/Brian would have included UV mapping, it was not required for the basic function this export option was designed for.

    As of yet there are no known differences between models and geometry in this engine, except with the recent exception of disabling shadows on models, that makes a differance where that applies
  • TheckTheck Join Date: 2010-02-17 Member: 70611Members
    I think it will make a difference with the instancing.

    Imagine I don't know how to use XSI/3DS but I can use photoshop very well (what it's more or less my case).

    Then I'll use spark to "model", for example, a middle size machine for my industrial themed map. I'll do the geometry in the editor and I'll make some custom textures for it.

    Then I want to use the same machine several times in my map. I'll copy my "model" and paste it in several places.

    If it's a model and instancing it's on and working will it be more optimal than it's "in editor geometry".



    I think if it's not done they have to focus on other stuff that's more important nowadays, but I hope they'll read this thread and will consider adding this option in the future cause the benefits in the community made stuff can be significant.


    Thank you for the answer,
    Theck
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    I have not asked how instancing works but I was under the impression that it was for scenes containing the same repeated model in one rendered scene not the entire level overall.
    I will ask later because it is quite important to know how to use it properly.
Sign In or Register to comment.