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| Topic Started: Feb 15 2014, 07:38 AM (241,657 Views) | |
| Joe99 | Nov 15 2014, 05:25 AM Post #676 |
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ok sorry thanks |
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| HENDRIX | Nov 16 2014, 05:57 PM Post #677 |
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The BFB importer is coming along well, now it can handle box and capsule collision, visualize them in blender AND get the values back for export. Also, the overall file structure is now mostly understood. There's still many details to figure out, but we're not stuck with reverse-engineering the structure anymore. As a result of that, material to mesh linking works now as specified by the bfb and not just link-whatever-is-found anymore. |
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| Orca Freak | Nov 16 2014, 06:02 PM Post #678 |
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Killer Whales rule the World
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I think I understood maybe 10 words in total in the last 3-4 pages of your explanations ![]() But I guess "Great Job" will be a correct comment to all that technical stuff
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| HENDRIX | Nov 17 2014, 05:23 PM Post #679 |
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Now the bones are imported as an armature, I've worked out a relatively simple algorithm to get their armature space positions from their bone space positions in BFB format. So no need to use the empty workaround I mentioned earlier. The algorithm is much simpler than the one used in the nif scripts and seems to work just as well, if not better (nicer bone display for end bones, for example). In general, my BFB importer is much quicker, maybe 10-100 times actually. This one took just 0.12 seconds to import.![]() So the result is an animal, ready to be posed just as if it was imported from NIF. Objects are also imported with their external node structure, collisions in the right place and with LOD groups. Now it's not too far anymore from starting the exporter ![]() And if you haven't noticed, it can already be used to convert BFB to NIF almost flawlessly. Some data structures in different mesh types (mainly UV and UVW (yes! 3 coordinates!) maps are causing trouble) don't work yet, so interpreting these is up next. Edited by HENDRIX, Nov 17 2014, 05:28 PM.
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| Bill | Nov 17 2014, 07:12 PM Post #680 |
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originally, one_piece
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This is amazing DM! How do you even know how to do these stuffs? This is promising to change Zt2 designing yet again! |
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| HENDRIX | Nov 18 2014, 06:24 AM Post #681 |
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In terms of general programming with python, I thought that myself. For BFB related issues, bl3nd3r has decoded a lot of the format so I had a rough file specification to work with. The hardest part is always getting blender to do what it should do, because the blender API is so confusing. The nif scripts are sometimes helpful, however they often have incredibly difficult and ineffective solutions, so that's usually not the way I choose to program stuff. |
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| HENDRIX | Nov 18 2014, 06:26 PM Post #682 |
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Started working on the exporter with what I thought would be the most difficult part: re-exporting the bones. For now, I have managed to get it working relatively well, I get all the data I need to write the hex strings and the matrices are correct (=they match the original matrix in BFB). But for that I had to (temporarily) sacrifice having a nicely clean skeleton, as I can't seem to figure out why my extra matrix storing method won't work properly, which is required if I want to adjust the skeleton to look nicely. Only thing I can't deal with are the bone lodgroups, but those are most likely not essential for function, so they will simply be set to the same value.
Edited by HENDRIX, Nov 18 2014, 06:26 PM.
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Nov 18 2014, 06:36 PM Post #683 |
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blah
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I understood nothing, but good job! This is why I'm gonna take a game designing class in college..
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| HENDRIX | Nov 19 2014, 04:14 PM Post #684 |
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Added vertex colour support for the importer. On some model types, it seems like the vertex colours are used to determine the direction of the wind vertex shader, but that's just my theory currenty, because I can't make any other sense from this: ![]() Because the colours remind me of normal mapping, so they could be used to code a vector like that... |
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| Slothy Dude | Nov 19 2014, 06:39 PM Post #685 |
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The Happy Xenarthran.
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This is pretty off topic but the eagle owl dosen`t work for me. Any idea what could be the problem? |
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| HENDRIX | Nov 21 2014, 09:42 AM Post #686 |
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You need the jay animations. I've started the leopard, I'll show that one when it's done. The importer now deals with multiple texture sources and maps them to the correct UV set, also collisions on animals are now parented to the correct bone. It's accumulated to more than a 1000 lines of code, mainly because dealing with the matrices is extremely complex. |
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| Yukon | Nov 21 2014, 09:52 AM Post #687 |
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insta: yukons_designs
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Well all I can say is that I think, that your work is really great for designers( who understand it ) ! I hope that I will understand this all too in the near future !!! I'm getting better and better ! I understand "leopard"
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| the dark phoenix | Nov 21 2014, 11:57 AM Post #688 |
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King of wonderlandia
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DM's making cotton candy in many flavors XD I hope to see that leopard. Hendrix. |
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| HENDRIX | Nov 21 2014, 12:16 PM Post #689 |
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Here are the updated Hacks by OL! wrong topic
Edited by HENDRIX, Nov 21 2014, 12:17 PM.
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| HENDRIX | Nov 21 2014, 03:13 PM Post #690 |
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LOD separation by layers: At import, all layers with stuff in them are visible![]() Then you can toggle between: only nodes & collision, ![]() LOD0, ![]() and the other lods (LOD1 etc) ![]() Also, you can see that the collisions are visualized as actual objects and can directly be modified by the user. Multiple UV and Texture support works similarly, using the UV layer toggle: ![]() ![]() ![]() Every texture is assigned to the correct UV set, as given by the BFMAT file. Edited by HENDRIX, Nov 21 2014, 03:29 PM.
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) ! I hope that I will understand this all too in the near future !!! I'm getting better and better ! I understand "leopard" 





