Well that was an entire month spent being mentally and physically exhausted.
Don't get me wrong, our new place is still great!
It's just cumulative exhaustion from the previous months, cleaning and handing over the old apartment, work stuff, not to mention unpacking, tiding and furnishing the new place. I don't do well with heat, so the heatwave last month pretty much destroyed what was left of me.
But we went to see a friend of mine who has a farm two weeks ago. That was a nice distraction. ^^
It finally started raining a week ago, and temperatures have gone down a bit. Enough for me to recuperate a bit at least.
SO! Got back to working on the .rmf support on my obj-to-smd converter.
Got the geometry to work quick enough, but got stuck on projecting the UV coordinates for the textures. Took me a while to figure out the Shift Y value and V projection both had to be negated. Took me even longer to figure out the reason rotations were messed up was because it's already baked into the Right Axis and Down Axis fields, so I had basically just doubled the rotation (d'oh!)
Realised my mistake some hours ago when I stepped through the code and recognised the Right Axis and Down Axis values were pretty spot-on for normal vectors at that angle. After removing the lines applying the rotation matrix, all textures snapped right into place.
I used it to convert a few test .rmf files and it all looked as expected!
We have .rmf support now! \o/
So next steps is to implement .jmf support (which shouldn't take too long as the format should be pretty similar to .rmf), should definitely add some proper arg parsing for the advanced users, and find a better name for my application other than "Obj2GoldSmd" as it's not limited to just .obj files anymore.
How about Goldsrc Propifier?
Once those steps are done, I think it's ready for a public release on here.
– Erty