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Re: export complete levels from blender [Re: LIGHTSPIKE] #273946
06/25/09 03:45
06/25/09 03:45
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:
edit: also im not sure how im going to get animated ents in the level now either....

export the animated model separately with the other exporter.

add the property "substitute" and specify the filename of the previously exported model. the object won't get exported then but only be referenced in the $$m file.

Quote:
hey ventilator the second link is broken

you mean export_gs_$$m.py? i changed the filename to export_gs_map.py.

Re: export complete levels from blender [Re: ventilator] #273954
06/25/09 04:37
06/25/09 04:37
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
yikes, thats a little... inefficient you ever consider working with appended files?

EDIT: i feel like an asshole asking aobut all these free features and complaining, your work already is very appreciated.

Last edited by lostclimate; 06/25/09 04:38.
Re: export complete levels from blender [Re: lostclimate] #273957
06/25/09 04:52
06/25/09 04:52
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
what do you mean with appended files?

the "substitute" option did the trick for me. i am not sure how to solve the animation thing in a better way. i think if you have a level filled with different animated character models then always exporting all models and all animations could take a while. it would have to be cached somehow. the animations only exported again if something changed...

i know that the exporter isn't really finished. after it did what i needed i lacked the motivation to polish it. polishing a program often is very boring and uninteresting work. smile ...and for myself it's no problem to add new features on the fly in case i need anything.

Re: export complete levels from blender [Re: ventilator] #273961
06/25/09 06:07
06/25/09 06:07
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
well, if you go to file, you can append or link other objects, and what you could do is just have it so that upon export you can select if you want outside (linked) to export, or just models from the current level.

Re: export complete levels from blender [Re: lostclimate] #273962
06/25/09 06:23
06/25/09 06:23
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
sounds like a good idea. i am not sure how linking works from the python side of things but i will look into it when i redo the exporter for blender 2.5.

did you get the passable flag to work?

Re: export complete levels from blender [Re: ventilator] #273966
06/25/09 07:06
06/25/09 07:06
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
havent checked it yet, since all i was doing until I got a reply was making a default action to make the object passable.

thanks for looking into it. If i had money right now i'd donate since this is really an amazing contribution. cant wait until we can directly compile wmb's from blender, I wonder if its possible for pro users to manually set up a bsp system, in blender, using the structs predefined in the wmb description, not that I have pro, but it would be interesting to see.

Re: export complete levels from blender [Re: lostclimate] #275551
07/01/09 19:21
07/01/09 19:21
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
I can't wait.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: ventilator] #275631
07/02/09 02:01
07/02/09 02:01
Joined: Jun 2009
Posts: 18
OK, USA
R
Ravyne Offline
Newbie
Ravyne  Offline
Newbie
R

Joined: Jun 2009
Posts: 18
OK, USA
Ok, does this work for GMAX as well? Well if not I suppose I can try to learn how to use Blender again... But its gonna take a while since I'm still learning A7. Any alternatives to having characters without this for now?

Re: export complete levels from blender [Re: Ravyne] #275788
07/02/09 11:30
07/02/09 11:30
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
No, this is blender only. Sorry.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: Nowherebrain] #276183
07/03/09 17:55
07/03/09 17:55
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
ventilator, you mentioned that one can export a model with 2 skins already.

I fail to do so, probably, the skins have to be attached in blender in a way that I don't know.

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