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Re: export complete levels from blender [Re: lostclimate] #273486
06/23/09 07:50
06/23/09 07:50
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
there is no solution. the wmp format (which is binary now) would be much more complicated to write than $$m and in future versions of the exporter i will go directly to wmb (which also is a simpler format than wmp).

in the past i had so many troubles with wed and the map compiler that i am totally fed up with the gamestudio tools and don't want to have anything to do with them anymore. :p

Re: export complete levels from blender [Re: ventilator] #273496
06/23/09 08:34
06/23/09 08:34
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
very understandable, do you think multiple uv sets will ever be supported, or weighted vertices?

Re: export complete levels from blender [Re: lostclimate] #273499
06/23/09 08:49
06/23/09 08:49
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
a second uv-set is already supported for models. i will support it for level geometry too once i switch to wmb.

once i rework the mdl7 exporter for blender 2.5 i will add weighted vertices.

Re: export complete levels from blender [Re: ventilator] #273501
06/23/09 09:01
06/23/09 09:01
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 second uv set is in!, woot!. hey, since you seem to know the most out of everyone i know about blender, is there a way to get two seperate uv sets to work on a material, I want to be able to see my lightmaps in the viewport, but even with glsl on, i cant get seperate uvs on the textures.

Re: export complete levels from blender [Re: lostclimate] #273505
06/23/09 09:13
06/23/09 09:13
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
yes, i think you just have to enter the proper uv-set in the "map input" panel of the material's textures.

when i tried to display lightmaps in blender's viewports a while ago my problem was that i couldn't achieve a modulate2x like gamestudio uses for lightmaps. blender's multiply blending mode is the equivalent of direct3d's modulate.

but i am no expert about blender's material system. i find it quite confusing. it's the area where i agree with all the blender gui criticism. smile

Re: export complete levels from blender [Re: ventilator] #273508
06/23/09 09:21
06/23/09 09:21
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, you were right, and yeah i dont like it either, espcially when trying to get specularity maps to work right.

Re: export complete levels from blender [Re: lostclimate] #273511
06/23/09 09:34
06/23/09 09:34
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
ok, new question, since before as far as flags go you said only 1-8 and polygon were set up, so what do i do for passable objects?

edit: also im not sure how im going to get animated ents in the level now either....

Last edited by lostclimate; 06/23/09 09:44.
Re: export complete levels from blender [Re: lostclimate] #273516
06/23/09 09:47
06/23/09 09:47
Joined: May 2002
Posts: 7,441
ventilator Offline OP
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ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
you have to add support for it in this function:

Code:
def customproperties(o):
    
    f1=f2=f3=f4=f5=f6=f7=f8 = 0
    polygon = 1
    s1=s2=s3=s4=s5=s6=s7=s8=s9=s10=s11=s12=s13=s14=s15=s16=s17=s18=s19=s20 = 0
    action = "ndef"
    material = "ndef"
    substitute = None
    
    for p in o.getAllProperties():
        if p.getType() == "BOOL":
            if p.getName() == "flag1": f1 = p.getData()
            if p.getName() == "flag2": f2 = p.getData()
            if p.getName() == "flag3": f3 = p.getData()
            if p.getName() == "flag4": f4 = p.getData()
            if p.getName() == "flag5": f5 = p.getData()
            if p.getName() == "flag6": f6 = p.getData()
            if p.getName() == "flag7": f7 = p.getData()
            if p.getName() == "flag8": f8 = p.getData()
            if p.getName() == "polygon": polygon = p.getData()
        if p.getType() == "FLOAT":
            if p.getName() == "skill1": s1 = p.getData()
            if p.getName() == "skill2": s2 = p.getData()
            if p.getName() == "skill3": s3 = p.getData()
            if p.getName() == "skill4": s4 = p.getData()
            if p.getName() == "skill5": s5 = p.getData()
            if p.getName() == "skill6": s6 = p.getData()
            if p.getName() == "skill7": s7 = p.getData()
            if p.getName() == "skill8": s8 = p.getData()
            if p.getName() == "skill9": s9 = p.getData()
            if p.getName() == "skill10": s10 = p.getData()
            if p.getName() == "skill11": s11 = p.getData()
            if p.getName() == "skill12": s12 = p.getData()
            if p.getName() == "skill13": s13 = p.getData()
            if p.getName() == "skill14": s14 = p.getData()
            if p.getName() == "skill15": s15 = p.getData()
            if p.getName() == "skill16": s16 = p.getData()
            if p.getName() == "skill17": s17 = p.getData()
            if p.getName() == "skill18": s18 = p.getData()
            if p.getName() == "skill19": s19 = p.getData()
            if p.getName() == "skill20": s20 = p.getData()
        if p.getType() == "STRING":
            if p.getName() == "action": action = p.getData()
            if p.getName() == "material": material = p.getData()
            if p.getName() == "substitute": substitute = p.getData()
            
    skills = (s1,s2,s3,s4,s5,s6,s7,s8,s9,s10,s11,s12,s13,s14,s15,s16,s17,s18,s19,s20)
    flags = (0,0,0,0,0,polygon,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,f1,f2,f3,f4,f5,f6,f7,f8)
    return action, skills, flags, material, substitute



it's easy. the only problem is figuring out which of the zeros in flags = (...) is the passable flag and i don't have time for that now. you have to save some simple test $$m from wed.

Re: export complete levels from blender [Re: ventilator] #273518
06/23/09 09:48
06/23/09 09:48
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
k, thanks laugh

Re: export complete levels from blender [Re: lostclimate] #273794
06/24/09 12:30
06/24/09 12:30
Joined: Jun 2009
Posts: 3
New York
L
LIGHTSPIKE Offline
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LIGHTSPIKE  Offline
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L

Joined: Jun 2009
Posts: 3
New York
hey ventilator the second link is broken

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