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TOXSI (xsi2toxic)

 
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keegan3d



Joined: 10 Feb 2006
Posts: 19

PostPosted: Sat Feb 11, 2006 6:28 pm    Post subject: TOXSI (xsi2toxic) Reply with quote

Greetings all,

I am working on an XSI to Toxic exporter.



Current progress:
Implicit objects translated to toxic native objects.
-grid = square
-cude = cude
-sphere = sphere

Exporting of obj files
-all visable polygon models are exported and added to the xml.

Next Steps:
-Export shaders and thier settings.
-Localizing textures.
-Creating the toxic settings xml.

XSI Bot




*Note the bot material was hard coded into the xml and the texture was manually copied for these images
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Last edited by keegan3d on Fri Feb 24, 2006 2:04 am; edited 5 times in total
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keegan3d



Joined: 10 Feb 2006
Posts: 19

PostPosted: Tue Feb 14, 2006 1:28 am    Post subject: Gun Reply with quote


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www.keegan3d.com


Last edited by keegan3d on Fri Feb 24, 2006 2:04 am; edited 1 time in total
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jperret
Site Admin


Joined: 23 Jun 2004
Posts: 63
Location: Paris, France

PostPosted: Wed Feb 15, 2006 9:22 am    Post subject: Reply with quote

Thank you keegan, these pictures look amazing !
Please keep it up !
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--Jonathan
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keegan3d



Joined: 10 Feb 2006
Posts: 19

PostPosted: Tue Feb 21, 2006 1:29 am    Post subject: Material & Texture Export Reply with quote

Hey All,

Got materials and textures out of XSI for Toxic.



The diffuse value of a shader is translated to a Reflectance material. The ambient value is translated to RadiantExitance and enables EDF. If an image is in the diffuse port of a shader it is localized and sourced in the scene XML.

Next Steps:
-Export lights
-Property panel for mesh options: rebuildnormals, smoothingthresholdangle,...
-Toxic property panel to export settings to the settings file.
-Translation of BDF
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Last edited by keegan3d on Fri Feb 24, 2006 2:05 am; edited 1 time in total
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keegan3d



Joined: 10 Feb 2006
Posts: 19

PostPosted: Wed Feb 22, 2006 4:29 am    Post subject: let there be light Reply with quote

New features:
-Translation of point lights, shadows and intensity
-Translation of scene ambiance to ambientillum
-Translation of camera fov and aspect ratio
-If reflections are enabled on a shader BDF is enabled

Sorry I will post a picture soon Sad

Next Steps:
-Property panel for mesh options: rebuildnormals, smoothingthresholdangle,...
-Toxic property panel to export settings to the settings file.
-Instancing(supported by using the same obj but changing the matrix)
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keegan3d



Joined: 10 Feb 2006
Posts: 19

PostPosted: Thu Feb 23, 2006 3:09 am    Post subject: color wave Reply with quote

As promised here are some images featuring BDF




New Feature
-Export the camera used in the current pass
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keegan3d



Joined: 10 Feb 2006
Posts: 19

PostPosted: Sun Feb 26, 2006 12:27 pm    Post subject: Instancing Reply with quote

Got instancing working.

Model from a library
2 hours 33 minutes

Only ONE hummer model is exported. The instance masters are found and the new matrix is dumped into the xml.


Example:
Code:
<Object type="mesh">
<Parameter name="surfaceshader" value="Material2" />
<Parameter name="href" value="hummer.hummer.obj" />
<Transform>
<Matrix4>1 0 0 -10 0 1 0 -0.047229754548659075 0 0 1 0 0 0 0 1</Matrix4>
</Transform>
</Object>

<Object type="mesh">
<Parameter name="surfaceshader" value="Material2" />
<Parameter name="href" value="hummer.hummer.obj" />
<Transform>
<Matrix4>1 0 0 -20 0 1 0 -0.047229754548659075 0 0 1 0 0 0 0 1</Matrix4>
</Transform>
</Object>

<Object type="mesh">
<Parameter name="surfaceshader" value="Material2" />
<Parameter name="href" value="hummer.hummer.obj" />
<Transform>
<Matrix4>1 0 0 -10 0 1 0 -0.047229754548659075 0 0 1 15 0 0 0 1</Matrix4>
</Transform>
</Object>

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