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Re: export complete levels from blender [Re: Pappenheimer] #276406
07/04/09 22:16
07/04/09 22:16
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
lol, yes I've been blending a while...I still forget a hot key once in a while.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: Nowherebrain] #276474
07/05/09 10:12
07/05/09 10:12
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Got a new question:

Where do I assure that each texture is connected to its very own uv?

Re: export complete levels from blender [Re: Pappenheimer] #276483
07/05/09 10:59
07/05/09 10:59
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Under the base material go to the texture tab(should be texture, map input, map to)...
select the texture you are modifying or confirming the mapping for.
goto the map input tab>
select UV>
in the empty field input the uv map name(this will tell the texture what coords to map to).
that should be it....let me know.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: Nowherebrain] #278344
07/13/09 08:45
07/13/09 08:45
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
BTW...off subject..sort of.
sunday meeting agenda news.
"we will support Python 3.1 as default in the Blender 2.5 branch"
Are you planning on updating the scripts, or do we stick with 2.48/2.49?

I also asked before if you would add support for HMP's? Sorry we got off subject for a bit.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: Nowherebrain] #278547
07/14/09 12:29
07/14/09 12:29
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
switching from python 2.x to 3.x shouldn't be a big deal. the biggest difference of 3.x is that all strings are unicode and for binary data there is a new separate type "bytes". this could require some small changes in my code.

...but blender 2.5 will have a totally new api. from what i have seen so far i would say that i will have to rewrite about 50% of the exporters because of that.

i will think about hmp...

Re: export complete levels from blender [Re: ventilator] #278688
07/15/09 07:51
07/15/09 07:51
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Thank you. I realize it may be a dying breed models can be faster at times.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: export complete levels from blender [Re: Nowherebrain] #293783
10/13/09 19:33
10/13/09 19:33
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
hey vent, i realize this isnt really 100% related to this thread because its more about the model exporter itself, but is there a way to export the texture list connected to the material connected to the object? also is there a way to determine what that particular texture affects on the material, the reason I ask is then I can add normal and spec maps to models and have them export directly to 3dgs the way they look in blender. (so lets say in blender I am in glsl mode, I add a normal and spec map, and have them selected, when it gets exported the script determines that the normal button is selected, it adds a normal map script, if i have spec map selected too it adds a spec map/ normal map shader). Im not asking you to do this, you've alredy done a tremendous job especially for free. but I wondered if you thought it'd be possible since I am contemplating learning a little python to be able to do it myself.

Re: export complete levels from blender [Re: lostclimate] #294985
10/22/09 12:03
10/22/09 12:03
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
yes, this would be possible. it would be great if you looked into it. laugh python is easy to learn and a very useful skill for a lot of things.

Re: export complete levels from blender [Re: ventilator] #299484
11/24/09 11:42
11/24/09 11:42
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
For some reason I get errors when I run your mdl7 export script.
It always worked fine, but after installing blender 2.49b
I got errors.
Installing the 2.49a or 2.49 blender version does not solve the problem.
Did anyone have these errors too?

I do not have a picture about it, but it says the error is in line 259
if you want to have a picture about the errors I could upload one.


Check out the throwing game here: The throwing game
Re: export complete levels from blender [Re: Roel] #299487
11/24/09 12:24
11/24/09 12:24
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
the exact error message would help.

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