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| Topic Started: Feb 15 2014, 07:38 AM (241,694 Views) | |
| Hamikins | Mar 27 2014, 06:17 AM Post #121 |
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You will respect my authoratah.
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Another leap towards looking
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| davidy12 | Mar 27 2014, 08:38 AM Post #122 |
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Well said Eryel, well said. You're a very good person Hendrix and we're thankful to have you in this community sir. |
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| HENDRIX | Mar 28 2014, 01:10 PM Post #123 |
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Version 0.2 is there! Download Changelog: v0.2: -Console writes better information, events that previously crashed now create an easily understandable warning instead and finally the files are exported into C:/BF Export for now. The folder is created if it doesn't exist, unlike in the previous version where it crashed. Edited by HENDRIX, Mar 28 2014, 01:10 PM.
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| HENDRIX | Apr 6 2014, 09:14 AM Post #124 |
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Version 0.3 Download Fixes a bug when you have IPOs with only one key, which sometimes produced still frame BFs before, also now it has some popups too. |
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| Hamikins | Apr 9 2014, 03:51 PM Post #125 |
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You will respect my authoratah.
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This is so smart! I can't understand why it didn't take you ages! |
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| fridooh | Apr 9 2014, 04:24 PM Post #126 |
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To be honest, I'm not totally sure what all this is about. I just wanted to say thank you for all you've done for this community and I'm really grateful for designers like you. Thank you
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| HENDRIX | Apr 15 2014, 05:20 PM Post #127 |
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Biology is not as nice as it used to be last semester, because it's more or less just chemistry. So I have to learn much more stuff than before. Still, took a little break today and started creating a BF importer for blender, all from scratch. It reads all the information of the BF and reconstructs the keys as floats stored in lists, which are then to be used to create IPOs with all that data. I just tested adding the keyframes for the rotations and it seems fine, however I only worked with a test armature so I will probably have to implement some maths from the nif scripts for more complex node setups (bone chains).
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| samuel | Apr 15 2014, 05:49 PM Post #128 |
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than good! we have the BF exporter, importer BF now be the final touch, you will be able to edit the original animations of the game? import the files BF as if they were nif and change? |
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| HENDRIX | Apr 16 2014, 03:29 AM Post #129 |
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Yeah that's the idea
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| samuel | Apr 16 2014, 12:04 PM Post #130 |
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yo ho that good news I have a question I hope they do not bother, what happened to the modification of the scripts that allowed the nifcoding obsolete? I run? that would be great nifcoding being obsolete, the nifcoding is crap and a nuisance
Edited by samuel, Apr 16 2014, 12:07 PM.
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| HENDRIX | Apr 16 2014, 01:44 PM Post #131 |
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I didn't get it to add a collision data at all, so no results there yet. Hmm, so as I expected, it does import all the data (tested with several files), but the rotations are decently messed up. However, it is not as easy to fix as I thought, because I can't access the rotation matrix from the nif (as it just reads the BF file) and that's how the original KF import works. The IPOs of an original action and the imported are similiar, but often the effect takes place on different axes relative to the rest pose. It misses a bunch of calculations and prints the quaternions in the format that ZT2 uses instead of the one used by blender. Spent pretty much all day on trying to get that calculation work but couldn't find a solution... |
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| HENDRIX | Apr 16 2014, 05:10 PM Post #132 |
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Finally managed to access blender's bonespace, armaturespace & posespace bone matrices which are needed for the conversion. Now I "only" have to understand the original matrix calculations enough to replicate them with my different matrices... :p |
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| Okapi Rainforest | Apr 16 2014, 05:15 PM Post #133 |
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Hahaha its impresses me to think you solve these things by just trial and error. For me I need an exact tutorial or I get lost so easily . Anyways Great work and keep it up!
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| HENDRIX | Apr 19 2014, 04:26 AM Post #134 |
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YAY, got the rotations working, the translations are still not quite what I want but as rotations make up pretty much all the movement of the animal, it's fine for now. (All that moves with translations in my animations is Bip01 & pelvis)
Edited by HENDRIX, Apr 19 2014, 04:38 AM.
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| dycki1231 | Apr 19 2014, 04:53 AM Post #135 |
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I want to ask that if it is possible to change .psk of other game into .nif of zoo tycoon directly? like ![]() and
Edited by dycki1231, Apr 19 2014, 04:53 AM.
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So I have to learn much more stuff than before. Still, took a little break today and started creating a BF importer for blender, all from scratch. It reads all the information of the BF and reconstructs the keys as floats stored in lists, which are then to be used to create IPOs with all that data. I just tested adding the keyframes for the rotations and it seems fine, however I only worked with a test armature so I will probably have to implement some maths from the nif scripts for more complex node setups (bone chains).
I have a question I hope they do not bother, what happened to the modification of the scripts that allowed the nifcoding obsolete? I run?
that would be great nifcoding being obsolete, the nifcoding is crap and a nuisance 





