Shoot a firework rocket ~ Winners!Make a forum zoo! |
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| Topic Started: Feb 15 2014, 07:38 AM (241,655 Views) | |
| HENDRIX | Nov 26 2014, 10:40 AM Post #706 |
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Now I can export static models and reimport them into blender properly, just missing the materials on export. Very soon it'll be ready for a first ingame test...
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| HENDRIX | Nov 26 2014, 04:26 PM Post #707 |
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Turns out the version from yesterday already worked ingame:![]() Coastal rock re-exported, naked and glowing yellow because without material
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| Orca Freak | Nov 26 2014, 04:31 PM Post #708 |
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Killer Whales rule the World
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This might sound stupid, but why would you need a yellow glowing naked rock in your zoo ![]() But since this is probably just a trial for something way bigger then I can understand, I'll just say: Great Job!
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| HENDRIX | Nov 26 2014, 04:35 PM Post #709 |
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This is like 99% done, only needs a material file and then it already pays off: then all the rocks in a default map can be forced to use the RR models (now as BFBs), which was impossible before without editing the map itself. The BFB data only contains all the physical stuff, while the BFMAT brings in all the texture. Coding the BFMAT export will be cool beans now that the BFB prototype works, just a few minutes effort. Back in the old days, this was one of the most common bugs... good old glowing animals
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| HENDRIX | Nov 26 2014, 05:36 PM Post #710 |
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This is officially the first usermade BFB file ever that works properly ingame!![]() Even collision and ground painting works like a charm. So the days of nifcoding are counted, and the days of using nifs for Zoo Tycoon 2 in general. ![]() Only forgot to calculate the object center and radius, using default values instead, thus selecting it is a little tricky. Shall be easy to fix. So the general road map for now: -add UI -add UI options (alpha configuration, material type, vertex configuration, author) -add more supported export types (=support anything the importer supports) -add skinned model support + collision capsules -> exporting animals -look for more vertex types and finally -investigate possibility of writing a normal map shader After the UI is done, it calls for a beta release!
Edited by HENDRIX, Nov 26 2014, 06:01 PM.
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| Captain Phasma | Nov 26 2014, 05:59 PM Post #711 |
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Captain of the First Order and Boba Fett 2.0
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Ok... I'm a a little confused. What exactly are you trying to do? I don't understand all the technology mumbo-jumbo.
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| tigris115 | Nov 26 2014, 06:06 PM Post #712 |
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I'm on your boat too. |
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| Doc118 | Nov 26 2014, 08:15 PM Post #713 |
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Easy, he made a bfb-exporter, meaning we can now not only import bfb-files - the model-files that came with "extinct animals" - into blender, but soon will also be able to export them from blender into the game. If I understand correctly without the need of nif-coding them. And a bunch of other benefits...... That will truely be next generation zt2 modding!!! Edited by Doc118, Nov 26 2014, 08:16 PM.
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| HENDRIX | Nov 27 2014, 09:27 AM Post #714 |
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Exactly, just like that.
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| Okapi Rainforest | Nov 27 2014, 02:11 PM Post #715 |
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Straight from blender.... Wow now that really is amazing ! But how will that affect skinning in this game?
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| Orca Freak | Nov 27 2014, 02:28 PM Post #716 |
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Killer Whales rule the World
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Again, I don't understand half of it, but great job ![]() Also, does this mean I'm currently wasting my time trying to learn nif-coding
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| HENDRIX | Nov 27 2014, 03:12 PM Post #717 |
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Yeah more or less. If the scene's set up properly in blender, no need to change anything on export. Well, it doesn't affect skinning, you can simply export the UV template from blender and check the skin directly in blender, or you can take the traditional approach and export a template to NIF and then use nifskope to preview the skin. |
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| Okapi Rainforest | Nov 27 2014, 03:22 PM Post #718 |
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Oooh alright sounds amazing then . Does this also mean you can use newer versions of blender or is designing still restricted/ limited to the older 2.49 version?
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| HENDRIX | Nov 27 2014, 03:42 PM Post #719 |
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It's currently limited to 2.49, BUT bl3nd3r is planning to port the scripts to 2.7 once they're somewhat done. That may take a rather long time til we get there, so for the moment, stick to 2.49
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| Zoker. | Nov 27 2014, 05:25 PM Post #720 |
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Zoker
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not necessary nifcoding? That is just fantastic |
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