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Re: export complete levels from blender
[Re: ventilator]
#242481
12/23/08 13:21
12/23/08 13:21
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Joined: Jan 2008
Posts: 20 On the right track
Rayn
Newbie
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Newbie
Joined: Jan 2008
Posts: 20
On the right track
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Yahoo, I solved it!
It works if I start by assigning an action-string to the Blender-mesh and then assign a material-string. I just didn't know that I couldn't have the material without an action-property also connected to the mesh.
Last edited by Rayn; 12/23/08 16:55.
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Re: export complete levels from blender
[Re: Rayn]
#243918
01/01/09 17:50
01/01/09 17:50
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Joined: Jul 2005
Posts: 1,002 Trier, Deutschland
Nowherebrain
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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I'm getting an unusual error with a traceback or path or some thing...I don't know if you can make any sense of this.
the last statements made in the cosole.....
filename: c:\Valiant Black\terrain\build01\water_bucket.mdl object "water_bucket": texture "barrel": 512x512 texture "barrel_water": 256x256 213 uvs 62 vertices 120 faces "barrel.bmp" copied to target folder "barrel_water.bmp" copied to target folder static mdl7 export done in 0.141971908946 seconds! static mdl7 export filename: c:\Valiant Black\terrain\build01\tree_swamp.mdl object "tree_swamp": texture "leaves": 512x512 texture "bark_03": 1024x1024 211 uvs 228 vertices Traceback (most recent call last): File "E:\Blender\.blender\scripts\export_gs_map.py", line 493, in export write(path, name) File "E:\Blender\.blender\scripts\export_gs_map.py", line 453, in write export_gs_mdl7_static.write(sys.join(path, mdlname), [o], scale) File "E:\Blender\.blender\scripts\export_gs_mdl7_static.py", line 562, in writ e exporter.write(filename) File "E:\Blender\.blender\scripts\export_gs_mdl7_static.py", line 474, in writ e self.exporttriangles(mesh, group) File "E:\Blender\.blender\scripts\export_gs_mdl7_static.py", line 536, in expo rttriangles if SS_TRIANGLE == 26: t.adduvset(uvs.index(fuv[1][2]), uvs.index(fuv[1][1]), uvs.index(fuv[1][0]), ti[1]) TypeError: 'NoneType' object is unsubscriptable
...... The odd thing is I can compile and run every object individually in the .blend by using your lvl exporter, but as a whole I get these errors.
EDIT: GOT IT! strange, it was a bad UV I guess...I looked at the console again and thought about it....for about 10 min. because I knew I had checked the uv's on my models...I added one model since and I guess it had a bad UV???? deleting and creating a new UV did the trick.
Last edited by Nowherebrain; 01/01/09 18:14.
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Re: export complete levels from blender
[Re: Nowherebrain]
#256321
03/16/09 07:05
03/16/09 07:05
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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http://www.conitec.net/beta/prog_mdlhmp.htmlthat's nice! jcl released the specifications of the wmb format. directly going to the wmb format would have many advantages. no need for going through the slow map compiler anymore, no need for letting the map compiler do ugly tesselation of the level geometry, export lightmapped level geometry directly from blender, the lite-c editions which don't come with wed and the map compiler can read wmb i think,... i don't use gamestudio much at the moment but probably i will work on a wmb version of this exporter nevertheless if i find some time. exporter writing is kind of fun.
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Re: export complete levels from blender
[Re: ventilator]
#256640
03/17/09 21:51
03/17/09 21:51
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Joined: Mar 2009
Posts: 112 Germany
KDuke
Member
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Member
Joined: Mar 2009
Posts: 112
Germany
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WHOOT! That would be freaking great! Do you have any idea how long this would take to complete ventilator? And thanks for your already existing exporter, as well as for at least already thinking about including lightmaps into the exporter ^^!
greetings KDuke
Using A7 Free Click and join the 3dgs irc community! Room: #3dgs
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Re: export complete levels from blender
[Re: ventilator]
#256685
03/18/09 10:58
03/18/09 10:58
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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a fast and blunt, how to use tutorial (on a cube with a light and an entity?) would be cool too. then blender shall be the new level editör of Gamestudio.
3333333333
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Re: export complete levels from blender
[Re: Quad]
#257195
03/21/09 11:43
03/21/09 11:43
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Just tried to create a second skin in blender and got it! - yeah, I didn't find out before, didn't expect that it is that easy - and now I have to say: Go for it, ventilator! Maybe, it could be of use for me within the next days! :P Its, because my fish game shall get a background with an ocean 'landscape' yet! Never planned that. But I have to do it.
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