datiswous Posted April 1 Report Posted April 1 What are the steps for importing an obj model sucesfully into tdm, without converting it to ase or lwo? I tried it recently with a cat model, but it didn't show up well in tdm, while the lwo version did. (If obj support doesn't work properly after all it should be investigated, fixed, or support should be removed) Quote
stgatilov Posted April 4 Report Posted April 4 On the side of the engine it is the same as for LWO. Maybe you need to include the extension ".obj"... Quote
datiswous Posted April 7 Author Report Posted April 7 On 4/4/2026 at 12:01 PM, stgatilov said: Maybe you need to include the extension ".obj"... No it's not that. I did that correctly. It shows up completely different. I guess I have to come up with an example. But do you know anyone who sucesfully imported an obj model? Quote
stgatilov Posted April 9 Report Posted April 9 On 4/7/2026 at 11:02 AM, datiswous said: But do you know anyone who sucesfully imported an obj model? Yep. It is myself I have not noticed anyone trying to move off the LWO, to be honest. 1 Quote
Bikerdude Posted April 12 Report Posted April 12 I have imported some .OBJ/.BIN files made for T1/2 but these were very low qaulity so never went any further. 1 Quote
Frost_Salamander Posted April 12 Report Posted April 12 We've starting using .obj models in our WIP FM. They work fine. There is nothing to 'import', you just add the .obj model to your project like you would any other one. There were some bugs with .obj in 2.13 but they got fixed for 2.14. 1 2 Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
datiswous Posted April 12 Author Report Posted April 12 (edited) Hmm maybe I tried it in 2.13 then. I had a model of a cat that I put into a map. in obj you could partly look through it but converted to lwo it looked normal. I thought there is a whole complicated process to follow for making models working in tdm with making Collision Meshes and shadow meshes etc. Edited April 12 by datiswous Quote
stgatilov Posted April 12 Report Posted April 12 14 minutes ago, datiswous said: I thought there is a whole complicated process to follow for making models working in tdm with making Collision Meshes and shadow meshes etc. I think there was a bug that collision model was not created automatically for OBJ, but it should be created like for LWO. As for shadow meshes, the process is the same as for LWO/ASE: you add some surfaces with a specific material name. Quote
Frost_Salamander Posted April 12 Report Posted April 12 13 minutes ago, datiswous said: Hmm maybe I tried it in 2.13 then. I had a model of a cat that I put into a map. in obj you could partly look through it but converted to lwo it looked normal. I thought there is a whole complicated process to follow for making models working in tdm with making Collision Meshes and shadow meshes etc. From memory the 2.13 bugs weren't really about how anything looked. I think one was something to do with file format that gave you an error, and the other was about collisions not being supported. Both fixed now. As for the process of making models, someone who knows what they are doing will have to answer. I still haven't taught myself modelling yet. @Kerry000 has done the ones for our map. Quote TDM Community Github: https://github.com/thedarkmodcommunity My fan missions: With Kerry000: The Hare in the Snare, Part 1, The Lieutenant Series: In Plain Sight High Expectations Foreign Affairs A Reciprocal Gambit
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