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Topic Started: Feb 15 2014, 07:38 AM (241,653 Views)
HENDRIX
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BFB Toolset v0.2

DOWNLOAD

CHANGELOG:
-shared texture search implemented
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Jon Sam
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Nice ! And Thanks for this Release ! This will be beneficial for designers !

But for me i have some problem..

Posted Image
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HENDRIX
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Did you also add the BFB_config.ini in the same place as the .py files?
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Jon Sam
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HENDRIX
Nov 30 2014, 09:00 AM
Did you also add the BFB_config.ini in the same place as the .py files?
Yes I placed all the files in one place
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HENDRIX
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Ah I know the problem now. The file path is relative to the blender.exe, and obviously that doesn't work if the blender files are stored in AppData. ;) So you should also reinstall blender, and when asked select "Use the installation directory".

I would have to read the user data variable and I don't know where to find that, so that's the simplest solution to the problem. xD
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Bill
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originally, one_piece

you are like a fortune teller or something DM, i got the exact problem with Sasu... i mean Saurian here and you know exactly how to fix it. thanks :D
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HENDRIX
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I managed to get the basic wind effect to work :D

My test rock is gently swaying in the breeze xD
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HENDRIX
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I wrote a little utility script that generates the fx_wind weight for each based on it's distance from the ground, and it works well.

Successfully completed the first NIF to BFB conversion! :D The test subject was OL's bird of paradise from the AD additional foliage pack.
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Okapi Rainforest
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Wind :D Now this is getting interesting. Is it possible to create particles say sand/snow blowing across the ground? Or maybe just natural fog instead of using the fog rocks.
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HENDRIX
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That has not really much to do with that kind of "wind", it's the effect that makes plants sway in the "wind". There is no such thing as real wind ingame, it is a simulation driven by a vertex shader, where the wind is a randomized vector force. I've decoded that effect now for use in usermade plants.

For any of those effects you're talking about, we'd use particles. That was already possible before, but only very few people know the power of particles, and how to edit them properly. The particles could even be created as ambients, so they spawn and move across the map.
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HENDRIX
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Just got a nice idea I'm so gonna test when exporting skinned meshes works:
Cominbing the wind fx with an animal with many hair alphas :D
Edited by HENDRIX, Dec 1 2014, 02:38 PM.
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Bill
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originally, one_piece

now that's a great idea, i have always been thinking about that but do not possess the ability to do it. if you can pull it off (which i'm sure you will :P ), it can revolutionize making furry animals!
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Okapi Rainforest
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HENDRIX
Dec 1 2014, 11:29 AM
That has not really much to do with that kind of "wind", it's the effect that makes plants sway in the "wind". There is no such thing as real wind ingame, it is a simulation driven by a vertex shader, where the wind is a randomized vector force. I've decoded that effect now for use in usermade plants.

For any of those effects you're talking about, we'd use particles. That was already possible before, but only very few people know the power of particles, and how to edit them properly. The particles could even be created as ambients, so they spawn and move across the map.
Ooooh that makes sense. Wow never knew that particles were already possible O.o . Anyways great idea on the wind effect on hair alphas that would make things a lot more realistic ;) . Keep it up!
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tylermaster2
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What exactly does BFB Toolset v0.2 do anyway?
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HENDRIX
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Exactly what v01 does, plus the mentioned changes......
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