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Topic Started: Feb 15 2014, 07:38 AM (241,697 Views)
the dark phoenix
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King of wonderlandia

I noticed a while back that wild china does not have names for some reason. I'd fix my DL myself but I don't know where to or how to fix it.
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HENDRIX
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-retired-

The reason is because it was never translated.
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Iben
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There'll be no foot-walking! Just air-flying!

Amazing news DM ! As a foliage designer I can only applaud you on this project, I've been waiting for this for quite a while now. This bug has always bothered me, and I'm truly thrilled to see that it's finally fixed now.

I know this project doesn't really get the attention it deserves, as it's a designing resource, but this is an amazing improvement we'll all benefit from. Thank you ! :clap:
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HENDRIX
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-retired-

Thanks man, appreciated! :D

I'll just run a few tests with some other models, then I'm going to release it. ;) And I'm already working on something that never got released because of the normals. xD
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HENDRIX
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-retired-

Here's v.02 of my scripts! Download

For the next version, I'll try to get collisions exported to finally make nifcoding obsolete :D
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Okapi Rainforest
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great! good to hear :D .This should be helpful to most of us.
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felipeepilef
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Thanks for the script!! I always hated that horrible normals I been trying export edited normals as obj into blender but had no sucess, I made some tree test with your script and they look to much better now, thanks again!!
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HENDRIX
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-retired-

Blender recalculates all normals (if they are imported at all, only very few scripts do that), as soon as you enter edit mode... really the only big downside of blender :p

Done some more edits, now you can choose between true (original), projected, x, y & z up. The last three are especially useful for billboards, depending on how the node is oriented, to make the normals point up. Also I configured the billboards to behave differently, instead of rotating around a point they now rotate around the Z axis, which looks much better ingame.
Edited by HENDRIX, Mar 18 2014, 06:58 PM.
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samuel
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than good news! the idea of ​​not having to nifcoding more in my life excites me much :adowable:

big project hendrix :D
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HENDRIX
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-retired-

Adding collision is more difficult than I expected, it refuses to add the block :/

Meanwhile, here is v0.3 with additional options for the normals export, with three useful for billboards: Download
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HENDRIX
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-retired-

Managed to code something even better, well, for me at least:

I've isolated the code for exporting KF files from the nif scripts to get rid of the GUI, which gave me bugs when trying to batch process the export. So now I have two scripts: One that exports the current action as a kf, and another one that iterates over all actions and runs the exporter for each. So I get a nice folder full of KFs at once, ALL AUTOMATIC, instead of having to spend about half an hour on exporting all the files manually! :D That's how I like it ;D

So next step is to try to get this script write BF files instead, but first I have to figure out how pyffi works... xD
Edited by HENDRIX, Mar 24 2014, 06:16 PM.
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Knertje2208
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It does not matter how slowly you go as long as you do not stop.

HENDRIX
Mar 24 2014, 06:09 PM
Managed to code something even better, well, for me at least:

I've isolated the code for exporting KF files from the nif scripts to get rid of the GUI, which gave me bugs when trying to batch process the export. So now I have two scripts: One that exports the current action as a kf, and another one that iterates over all actions and runs the exporter for each. So I get a nice folder full of KFs at once, ALL AUTOMATIC, instead of having to spend about half an hour on exporting all the files manually! :D That's how I like it ;D

So next step is to try to get this script write BF files instead, but first I have to figure out how pyffi works... xD
it sounds very impressive but can you please write in understandable enlish next time??
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Okapi Rainforest
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DM I have two questions is it possible to add a new coding path to a tree so that an animal can get on a certain part of the tree. The reason I'm asking is cause the Jay flies into trees but lands sometimes in the air xD . IS it possible to design a tree and choose where it will land. My second question is if the flying height can be changed. Right now most birds fly very close to the ground and I don't know if its possible to change that feature. IF I am correct Zebrasaurus's aimbient macaws change height when flying so that why I'm curious.
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HENDRIX
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-retired-

By creating new TAP animations, you can specify the exact place where the bird will go, however, afaik they have a rotation that is not supported by the converter.

I'm not familiar with the macaws, although there could be some ways: code it like the underwater swimming might be possible, or simply creating new flight anim sets for different heights. Not on my to-do list, though. ;)
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HENDRIX
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-retired-

Ok, it's getting there: It writes all transform keys in BF style as hex ;D
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