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Spiral Knights model converter "Mega Update"

12 replies [Last post]
Sat, 08/22/2015 - 10:44
Xan-The-Dragon's picture
Xan-The-Dragon

INFORMATION
You can view information about the program at the github link below.

PROGRAM
Current base release time: Hopefully pretty soon.
Code/Download: https://github.com/XanthicDragon/Spiral-Knights-DAT-to-OBJ - Click on "Releases" at the top to get to the download + source download!

DISCOVERIES
I want to say that I've found out how textures work, but I'm not quite there. I'm 80% there.

Thanks for checking this out!

Sat, 08/22/2015 - 16:09
#1
Krakob's picture
Krakob

Good to see you back on it, I thought we'd seen the last update to be honest. While you were gone I forked your repo and added a release on GitHub as I've had many many experiences with files like these being hosted on unreliable, general purpose sites being long gone when people try to find them some years after release. I suggest you make a release on GitHub yourself and use it for future hosting of the .jars.

Sat, 08/29/2015 - 08:06
#2
Xan-The-Dragon's picture
Xan-The-Dragon
Discovery

OK, while doing a bit of research on the way things work, I'd like to state I'm one step closer to texture support (Out of a LOT of steps .. I think.)

I've found out that the way the file creates textures is through a material mapping function (Which is fairly obvious), but the way it splits textures is something sorta like "unfolding" the mesh then telling the texture that "This segment of the texture goes between this, this and this vertex.". Not only does that supply accurate mapping, but it also allows the texture to stretch across a shape.

If I interpreted this correctly, and any developers who have worked with this correct me if I am wrong (Specifically Spiral Spy), I should be able to manipulate the PNG to be able to fold around the mesh based on what the .DAT has set up, so that the OBJ works properly.

Currently I'm having a bit of a doozy with the saving feature. It doesn't want to write to the file (meaning the exporter is leaving it blank), so I should have that fixed some time REALLY soon. Fear not, I'm also working on other features of this at the same time, so development is going smooth. Alongside that, it is a bit slower than I want it to be due to school and other scripting languages I am learning (I'm teaching myself assembly if that interests you.)

Sat, 08/29/2015 - 18:48
#3
Seyrenw
If you have the File data

If you have the File data structure somewhere i could take a look and make a plugin for 3DS Max.

Sun, 09/06/2015 - 05:24
#4
Hmmlol's picture
Hmmlol
Yeah, not everything seems to

Yeah, not everything seems to be converting properly to OBJ. Or gets lost somewhere in translation...? A lot of things flat out don't show up when I import them to Blender, and when I try to import them to Sculptris it tells me that the file contains no vertices.

Sun, 09/06/2015 - 10:34
#5
Xan-The-Dragon's picture
Xan-The-Dragon
@Hmmlol

Hmmlol, as of now some models in the game are incompatible.

Make sure the model type is "Articulated" in SpiralSpy. If it is, that's a type you can convert. If it IS articulated and not working, tell me and I will get that fixed.

Mon, 10/05/2015 - 12:38
#6
Sir-Noble
Loving the work so far

I'm loving the work so far. Keep it up! I can't wait to see it done. :)

Tue, 10/06/2015 - 05:47
#7
Umbra-Lunatis's picture
Umbra-Lunatis
noice

You are an inspiration to us all. Can't wait to see how it turns out!

Wed, 10/07/2015 - 10:10
#8
Hmmlol's picture
Hmmlol
Graviton Bombs are

Graviton Bombs are articulated and not converting.

Actually, I'm wondering about these bombs in general, which is why I tried converting them. They are rather round and I was curious to see if they are even a mesh at all (minus spikes and the eye symbol on the 5*).

Wed, 10/07/2015 - 11:18
#9
Hmmlol's picture
Hmmlol
I spoke too soon. Apparently

I spoke too soon. Apparently I didn't convert it to XML first. It's working now!

Sat, 10/17/2015 - 17:32
#10
Xan-The-Dragon's picture
Xan-The-Dragon
What.

I've been listening to the Haven theme for FOUR FREAKING HOURS STRAIGHT. Fortunately for me, that has led to something!

As for what I've found, here's some new information about .DAT:
(I believe) I have cracked the code!
The .DAT is a modified .class file (I may be wrong there in what I called it, but do I really care? I'm worn out.)

Evidence to support my findings (The code I get this from is from the Clyde library, if you needed to know):
Reading the .DAT uses java.lang.Object - Object is the superclass of EVERYTHING in Java.
Reading also uses DataInputStream for reading. Here's what Java sez: "A data input stream lets an application read primitive Java data types from an underlying input stream in a machine-independent way. An application uses a data output stream to write data that can later be read by a data input stream.".

Using these two pieces I've already inferred that they are pretty much setting up something to read some sort of Java at LEAST. I'll have to check the export code if I really want to get moving.

That is all so far. I'm busy writing code!

Tue, 09/05/2017 - 22:57
#11
Waffle-The-Nubb
Importing models

I have a custom mesh I would like to replace the silversix model with but I don't know how to import it into the games files and actually get it to work,

Wed, 09/06/2017 - 02:34
#12
Solotron
Glorp*

Excellent work on the progress. Looking forward to see what we can do with this in the near future.

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