Feature request:MHGU Support
Can you add support for MHGU?
MHGU is already supported
MHGU is already supported
But when I convert lmt to gltf and mtf_tex to dds it looks like this
For converting lmt files, please refer to: https://github.com/PredatorCZ/Spike/wiki/Spike---Batching
Textures are indeed not supported atm
still confused, I wrote a json file that follows the spike batch format which I then assume needed to be dropped onto the lmt_to_gltf.cmd but that didn't produce anything, and the verbose log showed ERROR: Main file not provided for batch group. It doesn't say where or how to indicate batch group, nor does the config say anything about it.
@RTHKKona You need to add path to gltf model as well. lcm is animation only for camera and is not supported
Since I see this is being talked about here, I'll just comment here instead of making a new thread; I'm not really sure what in what order, (if order matters at all) it is I'm supposed to be putting in the batch.json in the first place, the instructions are quite vague.
I keep getting the following error no matter what I try:
If I try dragging the folder instead of the batch.json, I get this every single time, no matter how I try rewriting the batch.json
the current configuration I tried here is:
And I have no idea what if anything based on the page you're linking to reference to I'm doing wrong or not. I've tried moving the batch process around, into different relative folders closer and further away or closer, or putting the animations and the .mod in the same folder and putting batch.json in the folder or out of the folder (of course changing the referencing in the file itself) but nothing on that front seems to matter, so I assume it's not the problem.
Also, separate issue, it seems to not be capable of converting 3DS MHXX .mod to ,gtlf files, citing an issue with the vertex format:
But works fine with switch.
So I don't know if it's a matter of me doing something wrong, or if it just doesn't know what to do with GU animation files? I don't care if they come from 3DS or Switch, but they're what I'm trying to get to.
@Goji-Moji
- Json is correct and order doesn't matter.
- Not all mod vertex formats are supported, they are usually added on demand.
- Invalid GLB header means the file is not gltf or is corrupted
- Json is correct and order doesn't matter.
- Not all mod vertex formats are supported, they are usually added on demand.
- Invalid GLB header means the file is not gltf or is corrupted
- Good to know
- Also good to know
- This one is troubling because I got the .glb files I've been trying in question from the mod_to_gltf function in the toolset to begin with, and at the very least blender doesn't seem to have trouble with loading it with the import glb/gltf function, so that seems like it would be a significant problem?
@Goji-Moji I've never had this problem during all the years of using gltf across all of my work. Have you reexported glb file by any chance? If so, you probably exported it as json format instead of binary GLB.
@Goji-Moji I've never had this problem during all the years of using gltf across all of my work. Have you reexported glb file by any chance? If so, you probably exported it as json format instead of binary GLB.
No, I haven't re-exported it.
https://github.com/user-attachments/assets/7919b04a-40dd-4aff-90ce-fc2e32257649
like I said I'm using it straight from the revilmax mod_to_gltf conversion. I haven't messed with any of the default settings or config and I downloaded it straight from the repo. If there's something in there I need to check there, I can
@Goji-Moji I see, this is interesting. I always use batch.json directly instead of folder. It looks like a bug by dragging a whole folder., it should act the same way as for json itself. As for the rest, you did everything correct. Seems like it a support needs to be added for lmt.
How possible would it be to create an exporter from .gltf to .mod while retaining everything needed by MHGU? I've been trying to research how but its been pretty fruitless besides an obscure 3dsmax2012 application with no documentation
@RTHKKona possible, but very time consuming
Well, this issue still hasn't been resolved until today.(;′⌒`)
@bltsbb I've been trying my hand at going at it a different way, by trying to adapt the MT Framework Mobile Blender import/export tool and upgrade it to MT Framework with their vertex formats but its been completely out of my depth. I have also received advice that to get mhgu .mod/.lmt files, I should modify the pre-existing MHW's mod import/exporter as its the closest to MHGU but working with large blender plugin tools isn't working out so well...
If anyone wants to help out, drop-in to the MHGU modding discord to discuss more. I'd love more help on the subject.
@RTHKKona In fact, as early as 2017,3ds Max has plugins and scripts for extracting models and animations, but currently there are no plugins available for repacking them back into the .mod and .lmt formats specific to MHGU.Take your time.I wish you a smooth development. awa