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Re: export complete levels from blender [Re: Pappenheimer] #257200
03/21/09 12:14
03/21/09 12:14
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
models can get exported with two uv-sets and a lightmap with the current version already. just for level geometry with two uv-sets it would need the WMB version of the exporter. at the moment i don't have enough time to work on it though. smile

Re: export complete levels from blender [Re: ventilator] #257202
03/21/09 12:44
03/21/09 12:44
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Okay, no problem! I wasn't aware that the exporter already exports two uv-sets. That is absolutely sufficient to me at the moment, because I don't use any collision anyway!

I wasn't aware that I can download your tutorials that you made with wink, too.
I just downloaded the available parts of your tutorial. They are very helpful. Just found out that you gave some advices in the exporting part that I absolutely missed, although I already exported a lot of models from blender to 3DGS.

Any chance to get the other parts of it?
Maybe, someone else could host them? Or, are they available at one of the blender forums?

Re: export complete levels from blender [Re: Pappenheimer] #257203
03/21/09 12:51
03/21/09 12:51
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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hm... strange, the files are still there on the webspace but something seems to be wrong. i have changed the link in my signature to the googlepages mirror.

Re: export complete levels from blender [Re: ventilator] #257205
03/21/09 12:58
03/21/09 12:58
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
the flash animations

preparing the mesh - flash animation ~ 1mb
building the armature - flash animation ~ 3.5mb

weight painting - flash animation ~ 3.5mb
setting up constraints - flash animation

are still not available, but I got the page with the explanations on

weight painting & setting up constraints

Re: export complete levels from blender [Re: Pappenheimer] #257207
03/21/09 13:05
03/21/09 13:05
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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that's very strange. the files are all still there. maybe it's some incompatibility with a new flash player version or something like that but why does the last one still work then?

try to change .html into .swf in the address bar then you should be able to download them.

Re: export complete levels from blender [Re: ventilator] #257208
03/21/09 13:18
03/21/09 13:18
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
That worked. Thanks for that hint. smile

The html is blank white, and when I right-click on it, it says "Film nicht geladen...", the site with the working flash video shows instantly the loading bar of wink and starts loading the video.

Re: export complete levels from blender [Re: Pappenheimer] #257211
03/21/09 13:31
03/21/09 13:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Found the problem:

"<EMBED SRC="mesh.swf" WIDTH=953 HEIGHT=751 quality=low loop=false TYPE="application/x-shockwave-flash""

"mesh.swf" should be "f_mesh.swf" instead!

Re: export complete levels from blender [Re: Pappenheimer] #257213
03/21/09 13:39
03/21/09 13:39
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
<PARAM NAME=movie VALUE="f_mesh.swf"
<EMBED SRC="mesh.swf"

yes, the filename is defined in two different ways. some browsers and flash plugins seem to use the first one and some the second one which is wrong.

in IE it still works and the last time i checked with firefox (but that was a long time ago so maybe i don't remember it correctly) it worked too but now it doesn't anymore.

Re: export complete levels from blender [Re: ventilator] #257214
03/21/09 13:52
03/21/09 13:52
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
I use Netscape which is a derivation of firefox now.

The working pages have this source code:

<PARAM NAME=movie VALUE="f_walkcycle.swf">
...
<EMBED SRC="f_walkcycle.swf"

means identical names for source and value

Re: export complete levels from blender [Re: Pappenheimer] #257764
03/25/09 12:22
03/25/09 12:22
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
i found a much faster way to generate the list of uvs. currently i do this in a very stupid way for python like:
Code:
uvs = []
...
if uv not in uvs:
    uvs.append(uv)
and later when i write out the triangles i look up the uv indices like that:
Code:
uvs.index(uv)
this scales very badly with objects that have ten thousands of vertices.

if done with a set and dictionary like that:
Code:
uvs = set()
...
uvs.add(uv)
and:
Code:
# convert set to dictionary with indices
uvs = dict([(k, v) for v, k in enumerate(uvs)])
# index loopup
uvs[uv]
an object with ten thousands of vertices takes the blink of an eye instead of minutes. :p probably i will upload a new corrected version soon. still didn't have time for the wmb version though.

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