I created a .c3t and .c3b file by using fbx-conv from a .fbx file. Unfortunatly it wasn’t exactly what I needed and so I changed a few things directly in the .c3t file. Is there a way to convert my .c3t file now directly to a .c3b file?
If not is there at least a method to save meshes as .c3b in cocos2d-x, so that I can build my own converter? Unfortunatly the fbx-conv has only a c3t and c3b writer and cocos only a c3t and c3b reader as far as I’ve seen, which seem to have very different internal structures and I have a hard time to make them compatible.
I’d like to bump this question if anyone has an answer. In addition, fbx-conv has a bug where we seem to “lose” whether a file has clamping on its textures or not. I had a working .obj file that I used fbx-conv on, which stopped working as a result of this. I modified the c3t file by changing “wrapModeU” and wrapModeV from REPEAT to CLAMP but would like to go back to a c3b if anyone can advise (or advise on how to get the wrap mode right.)
This is initial development so I’m using free .obj resources (in particular the following: http://tf3dm.com/3d-model/hn48-flying-car-10381.html). Disregarding the fact that the model has a ton of vertices, I can do fbx-conv.exe -a “Filename.obj” and it will output a c3t and c3b file. Unfortunately, given the bug I have filed (https://github.com/cocos2d/cocos2d-x/issues/12546) the c3b and c3t files are not preserving clamping on the 3d resource.
Thus, I manually change the wrapModeU and wrapModeV from REPEAT to CLAMP in the c3t file to make it work. Ideally I would then like to convert the c3t file to a c3b for space purposes.
I actually fixed this for myself now. I built a program upon cocos and fbx-conv which converts c3t to c3b, but it currently only works on linux since the call of the converter is in proj.linux/main.cpp and the file name is hardcoded, since this was enough for my needs. You can find it here https://github.com/MichaelMahn/c3t2c3b/blob/master/README.md .
This is far from being perfect but feel free to use it as a basis maybe.
Edit: Unfortunatly it’s pretty big since it contains the whole cocos framework.