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Re: export complete levels from blender [Re: Rayn] #242342
12/22/08 16:06
12/22/08 16:06
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
that's strange. can you check with a simple level again? ...maybe directly open the $$m file in a text editor to see if the ndef is already there or if WED somehow changes it to ndef.

Re: export complete levels from blender [Re: ventilator] #242481
12/23/08 13:21
12/23/08 13:21
Joined: Jan 2008
Posts: 20
On the right track
Rayn Offline
Newbie
Rayn  Offline
Newbie

Joined: Jan 2008
Posts: 20
On the right track
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.
Re: export complete levels from blender [Re: Rayn] #243918
01/01/09 17:50
01/01/09 17:50
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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.

Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: ventilator] #243971
01/01/09 23:51
01/01/09 23:51
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
blender_level_exporter.zip

make sure you use the latest version. there was a bug if a model with one uv-set came after a model with two uv-sets. maybe that's what happened in your case? i have uploaded a fix for that a few weeks ago.

Re: export complete levels from blender [Re: ventilator] #243996
01/02/09 04:01
01/02/09 04:01
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Thanks, and for the timely response as well.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: Nowherebrain] #256321
03/16/09 07:05
03/16/09 07:05
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
http://www.conitec.net/beta/prog_mdlhmp.html

that'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. smile

Re: export complete levels from blender [Re: ventilator] #256640
03/17/09 21:51
03/17/09 21:51
Joined: Mar 2009
Posts: 112
Germany
K
KDuke Offline
Member
KDuke  Offline
Member
K

Joined: Mar 2009
Posts: 112
Germany
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


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Re: export complete levels from blender [Re: KDuke] #256673
03/18/09 08:34
03/18/09 08:34
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
i guess a first version would take me 2 days but i don't know yet when those 2 days will be. smile

Re: export complete levels from blender [Re: ventilator] #256685
03/18/09 10:58
03/18/09 10:58
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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
Re: export complete levels from blender [Re: Quad] #257195
03/21/09 11:43
03/21/09 11:43
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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 wink - 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. frown But I have to do it.

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