Planned Features:
Object count reduction:
-Isosceles triangle check
-Trapezoid check
-Rectangle/Voxel check
Configuration:
-Read more material properties such as reflection and luminance
QoL:
-Drag and drop file selection
-Multiple file selection
-When using .mtl files, create custom Core materials rather than just texturing every wedge individually
-When using .mtl files, texturize split wedges separately to get more detail
-Cancel button during conversion
-Isosceles triangle check
-Trapezoid check
-Rectangle/Voxel check
Configuration:
-Read more material properties such as reflection and luminance
QoL:
-Drag and drop file selection
-Multiple file selection
-When using .mtl files, create custom Core materials rather than just texturing every wedge individually
-When using .mtl files, texturize split wedges separately to get more detail
-Cancel button during conversion
Known Issues:
-When converting from a directory, conversion time gets exponentially longer after each completed file. The program essentially comes to a halt after performing around 20 conversions. Restarting the program fixes this, but be sure to remove any already converted files out of the directory. We're looking into potential causes.
Found something else? Drop us a comment!
Found something else? Drop us a comment!
By downloading any version of this program, you are agreeing that you WILL NOT rip and import assets from other games/websites/individuals/etc. without explicit permission from their owners.
-Reworked the right triangle check. All right triangles are now correctly identified.
-Program version number is now displayed before file selection and when hovering in the taskbar
Bugs fixed:
-Due to extremely small rounding errors, most right triangles go unrecognized, and get split.
-Program version number is now displayed before file selection and when hovering in the taskbar
Bugs fixed:
-Due to extremely small rounding errors, most right triangles go unrecognized, and get split.
-Added 'Convert from directory' option which allows you to convert entire folders of .objs at once. (See known issues)
-Added 'Use Merged Models' toggle. Merged models will significantly reduce object count
Merged models are a beta feature in Core. You may experience issues such as buggy textures or invisible objects.
-Added options for 'Player collision' and 'Camera collision' with 3 settings: "Inherit", "Force On", and "Force Off".
(Only the top-most parent has the collision tags applied)
-Reworked wedge positioning code, and objects are once again built with "Wedge" instead of "Wedge - Corner-Aligned".
-Only .obj files are shown in the file browser.
Bugs fixed:
-The updated rotation code introduced in version 1.1 causes a small misalignment issue, resulting in visible seams
-All wedges have "Basic Material" applied by default, as well as a color of "FFFFFF00" (invisible white)
-Added 'Use Merged Models' toggle. Merged models will significantly reduce object count
Merged models are a beta feature in Core. You may experience issues such as buggy textures or invisible objects.
-Added options for 'Player collision' and 'Camera collision' with 3 settings: "Inherit", "Force On", and "Force Off".
(Only the top-most parent has the collision tags applied)
-Reworked wedge positioning code, and objects are once again built with "Wedge" instead of "Wedge - Corner-Aligned".
-Only .obj files are shown in the file browser.
Bugs fixed:
-The updated rotation code introduced in version 1.1 causes a small misalignment issue, resulting in visible seams
-All wedges have "Basic Material" applied by default, as well as a color of "FFFFFF00" (invisible white)
-You can now use .mtl files to automatically texture your objects! Results are hit or miss depending on application.
(The object must still be split by like-textured polygons, and only the color channel of a material is observed for now.)
See here for a beautiful use case.
-Folders in the hierarchy are now named according to the group they represent. Children follow suit with incrementing digits appended.
-Conversion no longer begins immediately upon file selection. Settings may be toggled before clicking the 'Convert' button.
-The name of the file being converted is now displayed below the progress bar, along with it's UUID.
-The program no longer closes after completion. You are brought back to the 'main menu.'
-Title bar changed from ".obj to .pbt" to "obj2pbt"
Bugs fixed:
-If you click the 'select object' button, then click cancel on the file browse window, the program needs to be restarted.
-"ValueError: invalid literal for int() with base 10: '###//###'"
You may now run multiple instances of this program simultaneously; each conversion is done under a separate UUID.
(The object must still be split by like-textured polygons, and only the color channel of a material is observed for now.)
See here for a beautiful use case.
-Folders in the hierarchy are now named according to the group they represent. Children follow suit with incrementing digits appended.
-Conversion no longer begins immediately upon file selection. Settings may be toggled before clicking the 'Convert' button.
-The name of the file being converted is now displayed below the progress bar, along with it's UUID.
-The program no longer closes after completion. You are brought back to the 'main menu.'
-Title bar changed from ".obj to .pbt" to "obj2pbt"
Bugs fixed:
-If you click the 'select object' button, then click cancel on the file browse window, the program needs to be restarted.
-"ValueError: invalid literal for int() with base 10: '###//###'"
You may now run multiple instances of this program simultaneously; each conversion is done under a separate UUID.
-Implemented a right triangle check. This option can be toggled under "optimize objects" and may slightly reduce the object count.
-Optimized rotation code; Objects are now built with "Wedge - Corner-Aligned" instead of "Wedge."
-The taskbar now displays the obj2pbt icon.
Do not run multiple instances of this version simultaneously.
-Optimized rotation code; Objects are now built with "Wedge - Corner-Aligned" instead of "Wedge."
-The taskbar now displays the obj2pbt icon.
Do not run multiple instances of this version simultaneously.
-Initial release
-Select triangulated meshes and convert them to Core wedges.
Do not run multiple instances of this version simultaneously.
-Select triangulated meshes and convert them to Core wedges.
Do not run multiple instances of this version simultaneously.