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Request: XNA Converter

PostPosted: Sat Apr 09, 2016 7:36 pm
by learning
Lately browsing through DeviantArt I've found quite a number of XNALara models, exported from games or otherwise, that could be useful if ported into MH somehow. That includes all kinds of clothing, hair and various accessories as separate assets, e.g.
http://moogleoutfitters.deviantart.com/ ... 1/Clothing
http://moogleoutfitters.deviantart.com/ ... 89281/Hair
collections like
http://jointoperation.deviantart.com/fa ... 0/XNA-Lara
http://nuigurumi666.deviantart.com/favo ... 04/XNALara
http://virgil46.deviantart.com/favourit ... nd-Xnalara
etc.
There are a lot of hairs and clothes in particular, including ones that are quite advanced and even ones that have their own rigging. In a number of cases those can be ported into MH by hand with a relatively straightforward, if tedious, process. But there must be a way to automate it and make it easier on the person doing the porting. As such, I'd like to ask: anyone here would be willing to work on a XNA → MH converter?

Re: Request: XNA Converter

PostPosted: Sun Apr 10, 2016 4:12 am
by CallHarvey3d
I'm mostly unfamiliar with xna. Can these files be succsesfully converted to fbx or max or if need be blender?

Re: Request: XNA Converter

PostPosted: Sun Apr 10, 2016 8:18 am
by learning
I know there is an importer into blender: http://johnzero7.deviantart.com/art/XPS ... -489500171 I'm using this for my "projects" and it works like charm. I also know Blender can export into .fbx. As for .max, as far as I know there's no way to import or export into it in Blender. As for other (proprietary) software, I've never used those so I can't really say anything about them. I only know Blender.

Re: Request: XNA Converter

PostPosted: Sun Apr 10, 2016 12:01 pm
by CallHarvey3d
This week I'm writing some max-mh tutorials since there doesn't seem to be any. And then i intend to convert a bunch of old models ive made. Unfortunately they all have multisub materials and a wealth of tris so each one will take way longer than id like. Thats why ive been making new models through the learning process. Hopefully with some of the dirty work out of the way well get some more artists to generate some original content.

Re: Request: XNA Converter

PostPosted: Sun Apr 10, 2016 7:12 pm
by learning
Maybe you can write a script to clean up the tris and/or make single texture map out of multiple of them automatically? That'd help enormously.

Re: Request: XNA Converter

PostPosted: Mon Apr 11, 2016 3:03 am
by CallHarvey3d
Even if i were a developer im sure my response would be that that sounds easier than it is. Even if it where turnkey it would require alot of touchup and still would solve the limitation of multiple shaders on a model. At the end of the day things like that aren't such a big deal as i use mh as a starting point not a renderer, as intended i think

Re: Request: XNA Converter

PostPosted: Fri Aug 19, 2016 2:52 am
by Marco_105
Great ! I try this convert addon and that works. It's open a for a big field of assets investigation...

However the rig on that model are little bit surprising for me, i never saw some of them.

Re: Request: XNA Converter

PostPosted: Sun Aug 21, 2016 11:39 am
by Marco_105
J'ai tenté d'utiliser les fichiers .xps que l'on trouve sur Deviant Art, on peut les importer dans BL mais bon il reste toujours le problème de la conversion en quad, c'est beau sur le papier si l'on peut dire.
Malgré tout ça peut donner des inspirations, mais finalement est-ce vraiment gagner du temps ?