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Topic Started: Feb 15 2014, 07:38 AM (241,652 Views)
HENDRIX
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-retired-

Anyway, here is version three:

DOWNLOAD

I've already used it for proper content production, and it is very convenient and effective to work with. So much more convenient than bothering with nifcoding, even at this very primitive stage. I've got to implement some method to restore the full names for the ground paint of biomes longer than blender object name length.
This also includes the script for creating fx_wind effect. Select all objects you want to add the effect, and then run the script from the Object > Scripts > FX_WIND from height. It's the same place where you find the bone weight copy script. In a future version I'll add some options to it so you can determine the min and max values, at the moment it is clamped to [0,1].
Then of course the importer/exporter have full support for the fx_wind; if you have both wind and static materials in the same file you may have to change the fx name manually in the bfmat file.
Also the good old normals options are implemented, this time generated at runtime so you can determine the normal style for every individual shape by picking a number from 0 to 4 (see tooltip!).

If you want to convert a NIF, you need a "surrogate mother" BFB file for the collisions. So you would import a nif, delete anything but the model(s), and then parent them to something from the BFB. Remember that every child of "lodgroup" represents a new lod level. So if one of your lod levels consists of two models, you have to parent them to one empty and then parent that empty to the "lodgroup" empty. If the level has just one model, you can parent the mesh directly to the "lodgroup" empty. Or, if you don't want to use LODs, just parent the models to the "AutoRoot" empty.
It's basically the same if you create a model in blender.

On a side note, I imported lots and lots of foliage models today and none crashed. That's a good sign, there's not so much more new stuff to decode ;D But then there's still those that have randomly messed up UVs, sometimes only on some LODs...
Edited by HENDRIX, Dec 3 2014, 04:19 AM.
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Bill
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originally, one_piece

i don't completely understand how the wind effect works yet. do you just simply run the fx_wind scripts, or must you give it some vertex paints first?
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HENDRIX
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-retired-

the fx_wind script creates a vertex group. You don't have to create it manually. Of course, you could, but there's no point in doing that if the script can do it better and in no time. :P You can edit it manually afterwards, for example on palm leaves that would make sense.
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HENDRIX
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Currently working on combining models of the same type into one meshData...
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HENDRIX
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More tricky than I thought, it somehow creates a problem with the materials....
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HENDRIX
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The answer came to me in my sleep :P And now it's fixed. xD
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HENDRIX
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Already at version 4 now :D

DOWNLOAD

So this one has a couple of new features again:
-combines meshes of the same vertex format into one meshData to save space
-automatic triangulation of faces at export. However, that triangulates the model in blender too, so it's probably not the best option, since if you want to change the structure again, quads are easier to work with. Rather have something that only affects the bfb...
-easier export with the same UI as import, automatically extends to ".bfb" filetype if none was given
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Bill
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originally, one_piece

you can just un-triangulate the model with alt+J (though the result won't be exactly the same as before, but still better than nothing), so i don't think the second update would be much of a burden.
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HENDRIX
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Nice, didn't know that one xD Yeah, but it'd be better still ;)
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HENDRIX
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Ok, now it seems to tringulate properly, without modifying the blender models.

Version 5:
DOWNLOAD

But there's still the issue with the UV import. There is usually one face messed up per mesh, and I can't figure out why...
It doesn't come from the exporter, coz the exports look fine ingame and also original models are often imported with some messed up faces...
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Chase
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Could any of the faces be tagged or weighted in some way, so that when the UV tries to unwrap it doesn't move properly?
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HENDRIX
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Na there's definitely nothing wrong with the exporter, the data structure is created as it's supposed to be, and because it works ingame, I know that's just how it should be.
There has to be a problem in the algorithm that creates a blender face-based UV from the BFB vertex based UV. The strange thing is that usually works well for all but one face. Those situations are much harder to understand than when nothing works. I'm not seeing the problem in the algorithm, and can't think of any reason why it does work in >99% of all cases. I'll try to rewrite that algorithm, but since I don't know where the problem comes from, it's hard to avoid it....

Still it's not that bad, as the only thing that really matters is the export. We don't really need to modify original content, but create custom models, with the original ones serving as a template.
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Brach™
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hi

Wow. It's been a while since I checked out what the community was up to. Seems cracking the BFB mystery was on that itinerary. Nice work DM!
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Chase
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I've watched the video tutorial for ZOOZANNE, and I see how it works for animals. Can it also be used for fences and objects, or do I still need to do that by hand?
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HENDRIX
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It's only programmed to work with animals. ;)
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