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Re: export complete levels from blender
[Re: LIGHTSPIKE]
#273946
06/25/09 03:45
06/25/09 03:45
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Joined: May 2002
Posts: 7,441
ventilator
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Posts: 7,441
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edit: also im not sure how im going to get animated ents in the level now either.... export the animated model separately with the other exporter. add the property "substitute" and specify the filename of the previously exported model. the object won't get exported then but only be referenced in the $$m file. hey ventilator the second link is broken you mean export_gs_$$m.py? i changed the filename to export_gs_map.py.
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Re: export complete levels from blender
[Re: ventilator]
#273954
06/25/09 04:37
06/25/09 04:37
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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yikes, thats a little... inefficient you ever consider working with appended files?
EDIT: i feel like an asshole asking aobut all these free features and complaining, your work already is very appreciated.
Last edited by lostclimate; 06/25/09 04:38.
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Re: export complete levels from blender
[Re: lostclimate]
#273957
06/25/09 04:52
06/25/09 04:52
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Joined: May 2002
Posts: 7,441
ventilator
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what do you mean with appended files? the "substitute" option did the trick for me. i am not sure how to solve the animation thing in a better way. i think if you have a level filled with different animated character models then always exporting all models and all animations could take a while. it would have to be cached somehow. the animations only exported again if something changed... i know that the exporter isn't really finished. after it did what i needed i lacked the motivation to polish it. polishing a program often is very boring and uninteresting work. ...and for myself it's no problem to add new features on the fly in case i need anything.
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Re: export complete levels from blender
[Re: ventilator]
#273966
06/25/09 07:06
06/25/09 07:06
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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havent checked it yet, since all i was doing until I got a reply was making a default action to make the object passable.
thanks for looking into it. If i had money right now i'd donate since this is really an amazing contribution. cant wait until we can directly compile wmb's from blender, I wonder if its possible for pro users to manually set up a bsp system, in blender, using the structs predefined in the wmb description, not that I have pro, but it would be interesting to see.
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