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Re: export complete levels from blender [Re: KiwiBoy] #268622
05/30/09 10:23
05/30/09 10:23

F
Fear411
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Fear411
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you have to install phyton 2.5 not 3

Re: export complete levels from blender [Re: ] #268726
05/30/09 21:12
05/30/09 21:12
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
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KiwiBoy  Offline
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Joined: Apr 2009
Posts: 298
Southern Oceans
Thanks, I found it am currently downloading.
tried 3 first then 2.6.


Use the 'manual' Luke, the manual is your friend. 'Self reminder' smile

My WebPage
Re: export complete levels from blender [Re: KiwiBoy] #268932
05/31/09 20:31
05/31/09 20:31
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Joined: May 2003
Posts: 567
Spain, Canary Islands
you need to download 2.5.4 is the 2.5 the blender use

Re: export complete levels from blender [Re: Felixsg] #268935
05/31/09 20:45
05/31/09 20:45
Joined: Apr 2009
Posts: 298
Southern Oceans
KiwiBoy Offline
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KiwiBoy  Offline
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Joined: Apr 2009
Posts: 298
Southern Oceans
Thanks Felixsg, got that from the post above and it all works now.
Thanks for all the help guys smile


Use the 'manual' Luke, the manual is your friend. 'Self reminder' smile

My WebPage
Re: export complete levels from blender [Re: Felixsg] #268936
05/31/09 20:46
05/31/09 20:46
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Posts: 1,002
Trier, Deutschland
Yes 2.5 for current version. My statement about py3.x was in regard to Blender2.50.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: Nowherebrain] #273475
06/23/09 06:08
06/23/09 06:08
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
the y value of my objects are being reversed and when i open the level in wed, all the object filenames are not there, so it just makes a bunch of empty objects.

Re: export complete levels from blender [Re: lostclimate] #273478
06/23/09 07:05
06/23/09 07:05
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Posts: 7,441
what do you mean with reversed? negative? does this happen with all of your levels?

i write the names into the $$m file but WED doesn't read them for some reason. $$m isn't really meant for WED but for the map compiler.

Re: export complete levels from blender [Re: ventilator] #273482
06/23/09 07:22
06/23/09 07:22
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
yeah, negative, basically if i have it tilted down 30 degrees its tilted up 30 degrees....

Re: export complete levels from blender [Re: lostclimate] #273483
06/23/09 07:26
06/23/09 07:26
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
so something is wrong with tilt? not with the y-coordinate?

edit:
yeah! that's a bug...

try to add a minus to o.RotY in this line:

file.write("\t%f %f %f\n" % (o.RotZ * RAD2DEG, o.RotY * RAD2DEG, o.RotX * RAD2DEG))

needs more testing though. could be more complicated to fix if blender's rotation order turns out to be different to gamestudio's.

edit2:
the rotation order seems to be the same. adding minus should be enough.

Re: export complete levels from blender [Re: ventilator] #273485
06/23/09 07:41
06/23/09 07:41
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
probably the ogl/dx conversion. what about the map .$$M thing, any solutions? I really would prefer to do some things in wed.

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