Post by Arcane on Jan 20, 2007 21:43:22 GMT -5
About 6 months ago, when I first got interested in HW papercraft, I encountered the "Deep Exploration Phenomenon". How an old shareware program was the only means of converting a peo file, and that rights to said shareware program had been sold to Evil Corporation, which had then multiplied the price by ten. In the presence of so many other mod tools for HW, I didn't know why someone hadn't written this.
So in despite of marginal C++ knowledge, I resolved to write one myself.
After about three weeks of activity, 5 months of neglect, and an inexplicable return, I am triumphant.
Teh Goodies
A few issues remain:
Object hiearchy and relative position of subobjects isn't currently implemented, mainly because I haven't a clue how this works. This means that things like turrets will be centered (usually inside the main object) rather than at their correct positions. Easily remedied, and largely a non-issue for papercraft.
I get a large number of semi-redundant materials. As far as I can tell, this does reflect what is inside the peo. I think I know why this is, but it's difficult to express. Basically, each closed set of UV's gets its own material. Page textures (page0.lif etc), since they are composed of multiple merged textures, can have as many as a dozen duplicates.
This program does not convert .lifs. If you want to load the .obj in an editor that doesn't support .lifs, you need to use something like lif2psd to convert them. Then open the mtl file in notepad, and find&replace every occurence of .lif with the extension of your choice.
Also, see my thread in the Relic forums.
So in despite of marginal C++ knowledge, I resolved to write one myself.
After about three weeks of activity, 5 months of neglect, and an inexplicable return, I am triumphant.
Teh Goodies
A few issues remain:
Object hiearchy and relative position of subobjects isn't currently implemented, mainly because I haven't a clue how this works. This means that things like turrets will be centered (usually inside the main object) rather than at their correct positions. Easily remedied, and largely a non-issue for papercraft.
I get a large number of semi-redundant materials. As far as I can tell, this does reflect what is inside the peo. I think I know why this is, but it's difficult to express. Basically, each closed set of UV's gets its own material. Page textures (page0.lif etc), since they are composed of multiple merged textures, can have as many as a dozen duplicates.
This program does not convert .lifs. If you want to load the .obj in an editor that doesn't support .lifs, you need to use something like lif2psd to convert them. Then open the mtl file in notepad, and find&replace every occurence of .lif with the extension of your choice.
Also, see my thread in the Relic forums.