I think you guys might enjoy what I’m working on, and I’ve been looking forward to showing off what I’ve got so far.
I’ll start this off by showing everyone this screenshot.
Now some of you might be thinking “Oooh neat, he put the R15 version of his character into Blender. I wonder how long it took him to assemble that.”
But heres where things get CRAZY.
I didn’t assemble this myself, it was automatically generated using a program that I wrote entirely in C#.
For the past few days, I’ve been working on rewriting my Rbx2Source program from the ground up. For those of you who don’t know about it, Rbx2Source is a tool I made that ports roblox characters, and other items into the Source Engine.
This new version of the tool rips the .mesh files and models directly from the website, parses them into data that my program can read, and does some crazy stuff to build it into an actual mesh with skeleton data. Its compatible with both R6, and R15, and it works with pretty much any catalog assets you throw at it.
Now I’m not going to go into the technical details of how all this works, because that would add at least 5000 more words to this post.
The program will eventually be open source once its completed, but theres still a lot of stuff I have to do to make it user friendly.
This has been a huge test of my endurance to get working correctly, and I’m really happy with what I’ve got so far. Kudos to @EgoMoose for porting ROBLOX’s CFrame datatype into C#, and kudos to my friend AJ (@RedTopper) for helping me reverse engineer the binary .mesh file format.
Stay tuned for more info !