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| Topic Started: Feb 15 2014, 07:38 AM (241,654 Views) | |
| HENDRIX | Nov 27 2014, 06:07 PM Post #721 |
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LODs work, altough because of the recursive algorithm the LODs appear in inverted order, should be easy to fix though already fixed
Edited by HENDRIX, Nov 27 2014, 06:24 PM.
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| kbcoon | Nov 27 2014, 08:33 PM Post #722 |
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I am soo glad you kids can figure this out how to make the game more real. Keep it up. (let me put it to you computers just came out when I was in high school lol) and so I do not know what you mean except it a easy way to code something into the game. Great job.
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| HENDRIX | Nov 28 2014, 03:48 PM Post #723 |
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Added a file browser to import and export, also fixed a bunch of bugs, objects are working pretty well now, but something went wrong on animals, I gotta fix that and add some configuration options, and then it's ready for a first version release!
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| HENDRIX | Nov 29 2014, 07:57 AM Post #724 |
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Apparently it's some bug in the blender API that doesn't let an armature show up after a callback, and if models are linked to it, those don't show up, either...
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| HENDRIX | Nov 29 2014, 01:16 PM Post #725 |
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I couldn't seem to find any way to get around the callback issue or figure out why it only affects armatures. The Blender API is a weird shit... ![]() So I simply resorted to using an external UI module (the one I used for Zoozanne) and now it works properly. And now I guess it's ready for a first version release so you can try it. ![]() BFB Toolset v0.1 DOWNLOAD INSTALLATION: Running on blender 2.49 only. You do not need Pyffi, but python is recommended. Extract the archive into C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts GENERAL NOTES: You should set the author field in the export options to your name, so you can be identified as the creator of the model. The author is displayed at import. It is recommended that you have all textures and the "Materials" folder in the folder where you import your BFB from. It also works without, but then you can't import any materials. I've extracted all ZT2 z2f files into some folder and when I import something, I get it directly from there, so the materials and textures are usually available. In the future, I'll implement an algorithm that will look for missing textures, by moving up in the directory structure looking for "shared" folders. IMPORTER FEATURES: The importer supports a wide range of different formats already and is quite functional. Shouldn't have many problems, with typical models at least. Skinned models are fully supported; with a few changes in blender, you can export them to NIF. The node structure is parsed into empties. There is always exactly one Root empty. Each LOD level (model(s) w/o node) appears on a separate layer, starting at Layer 1 = LOD0. Layer 6 contains anything that is not a LOD level: the scene root, collision nodes and colliders, the lodgroup and any other empty nodes such as dock nodes. EXPORTER FEATURES: The exporter can only deal with Static models, that means you can't have an armature in your scene. Collisions and LODs are supported. LOD switch distance seems to be only controlled by the xml. LOD levels are all direct children of the empty "lodgroup" in the order of appearance. Those can be models or empties. Export is currently limited to 1 UV layer, with or without vertex colors. DOWN THE ROAD: -armature and rigged model export -armature "realign bones" function -"shared" texture search algorithm -more vertex formats, especially on export -choosing appropiate FX shaders for each material/vertex format -more export options (projected normals etc) Edited by HENDRIX, Nov 29 2014, 01:18 PM.
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| Thom | Nov 29 2014, 02:02 PM Post #726 |
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Master Of Quack Fu
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Thanks for the release DM! I just tried it out and it works for most .bfb models, but sometimes I get an error: UnboundLocalError: local variable 'newempty' referenced before assignment Do you know how to fix this?
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| HENDRIX | Nov 29 2014, 02:16 PM Post #727 |
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What BFBs did you get that on? It might be because of an unsupported vertex format, or some other structure I have not encountered before.
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| Thom | Nov 29 2014, 02:46 PM Post #728 |
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Master Of Quack Fu
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The problem occurred when I tried to import Dodo_Gift.bfb , SlothGroundGiant_Gift.bfb, Ankylosaurus_Gift.bfb and Velociraptor_Gift.bfb. It worked perfectly with other gift .bfbs. The weird thing is, the program imports some axis named sloth gift.001, but not the model. Here's a picture: ![]() |
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| HENDRIX | Nov 29 2014, 02:57 PM Post #729 |
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Ok, then those seem to have a different linking structure element. The parser finds something, but then it is confronted with something unknown, breaking the script. I'll look into them to see what it is. |
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| HENDRIX | Nov 29 2014, 03:36 PM Post #730 |
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Updated with fixed mesh parenting, config updating and a new vertex format. Redownload it please ![]() they might not work because they're missing a Lodgroup, haven't checked that yet. |
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Nov 30 2014, 03:09 AM Post #731 |
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For some reason when i use zoozanne the skins dont show up on the animals |
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| Bill | Nov 30 2014, 04:37 AM Post #732 |
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originally, one_piece
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the bfb toolset seems to be working phenomenally! (only now did i realize how impressive the stegosaurus nodes set is, it even have nodes for realistic movements of the plates!) my only question is, now that we can editing the collision object in blender, can it be any shape we want or must it still stick to the basic like sphere or capsule? also, i have notice this since your modified nif script, and the same thing occur with the bfb tools, when i install them, all other import and export options disappear, and all the scripts in the same drop-down section with the bone-weight-copy scripts also gone. it returns when i remove your scipts though. i figure you probably have already know about this but is there any way to fix it? |
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| HENDRIX | Nov 30 2014, 05:15 AM Post #733 |
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The collisions can be edited, but the basic type (sphere, box, capsule) has to stay the same. Don't add vertices, only move the available ones around, otherwise the export will have problems finding the right vertices for calculating the values. If you haven't noticed, you can also have several collisions in a single model, for example Tyrannosaurus (3 capsules). However, at the moment it looks like box and sphere occurs only on static and capsule only on rigged meshes. That should not happen, at least it doesn't happen to me... You're using blender 2.49b, right? And you're not overwriting the scripts folder but simply adding them to it? Edited by HENDRIX, Nov 30 2014, 05:18 AM.
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| Bill | Nov 30 2014, 05:30 AM Post #734 |
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that's odd, so im the only one with that problem? no wonder no one said a thing about it ![]() yes i am using blender 2.49b, i downloaded everything from that nif scripts website which you have bookmarked and post it to new designers all the time. my blender folder don't have the ".blender" folder and everything in it. so it is created every time i extracted your scripts, and i delete that folder when i want to uninstall it, and the other import export options return. |
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| HENDRIX | Nov 30 2014, 05:45 AM Post #735 |
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Aha, there we have the problem! You have your scripts folder somewhere else, probably in Application Data. You could try to find that one, or reinstall blender and choose "Use the installation directory". ![]() Got a shared texture algorithm working, so now it goes automatically looking for stuff like blinks or such. |
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(let me put it to you computers just came out when I was in high school lol) and so I do not know what you mean except it a easy way to code something into the game. Great job.






