.mod to .obj (and back again)

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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dlh
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.mod to .obj (and back again)

Post by dlh »

I searched around for information on the .mod format Armagetron uses for the non-moviepack bike. What I found was, well... lacking. *.mod is supposedly the binary version of Alias's .obj, but what it appears to be is a hacked up version of .obj. The converter was easy enough to write, I will put up a web version for those who do not have ruby.

Note:
* Make sure your model is all tri's. The converter only takes the first +three+ values, and Armagetron needs tri's anyways.
* I have no idea how to go about texturing this stuff.
* The original Armagetron models are very scaled down.

To run the script:

Code: Select all

convert_armagetron_model file1 [file2 ... etc]
The inputted file will be converted to the other format, and saved with the same name and other extension. You may specify multiple files to convert (like *.mod).

Edit: .obj files are very portable, and you may open them in free applications such as the modeler Wings 3d, or Blender 3D. Of course, commercial application open them too.
Attachments
model-convert.tar.bz2
The converter.
Requires ruby
(1.95 KiB) Downloaded 640 times
original_models_in_obj.tar.bz2
The original .mod files, but converted to .obj
(10 KiB) Downloaded 440 times
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Z-Man
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Post by Z-Man »

Umm, yeah, this was another item on WWWIA. .mod is a completely custom format without texture coordinates, they get projected from the side with hardcoded projection matrices. I intend to drop it soon enough.

And the models are not downscaled, they use meters for units.

But gj! (I assume; I haven't tested it yet.)
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Revan
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Post by Revan »

I animate 3d models for a hobby, is there any way I could get a hold of an object file? I use windows.

And would it work in 3D Max? Or Cinema 4D?

Thanks and that sound fun to mess with!
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-Eleanor Roosevelt, 1936
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