Search found 28 matches
- Fri Dec 02, 2011 12:10 am
- Forum: Introversion Blog
- Topic: Introversion Love Linux
- Replies: 16
- Views: 23867
- Fri Feb 20, 2009 7:24 pm
- Forum: Mod Projects
- Topic: Latest Blender/SHP Export/Import Scripts
- Replies: 29
- Views: 47009
Hi everyone! Sorry I vanished from the face of the earth like that. There were some personal issues, then other projects caught my interest. There's been a lot of constructive feedback on the exporter, and I'm willing to poke at it a bit more, if people are still interested (and if I can figure out ...
- Sun May 27, 2007 3:00 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
- Fri May 11, 2007 5:36 pm
- Forum: Mod Projects
- Topic: Latest Blender/SHP Export/Import Scripts
- Replies: 29
- Views: 47009
Testrie wrote:Yes, I was well aware of the fact that I didn't need blender to use the script...
You do need Blender, you just don't need to actually understand the script. If you want to learn, there are several good sites. http://mediawiki.blender.org is good starting point.
- Thu May 10, 2007 5:20 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
I should be able to apply scale factors pretty easily, but that's another multiplication in what, as you say, is already a slow script. I'll definately add the WaitCursor() calls, though. I may be able to add other optimisations - perhaps keeping more stuff in the string before the write() calls. I ...
- Wed May 09, 2007 8:56 pm
- Forum: Mod Projects
- Topic: Latest Blender/SHP Export/Import Scripts
- Replies: 29
- Views: 47009
Latest Blender/SHP Export/Import Scripts
To any mod or admin: Please sticky this. Thanks in advance. Current Exporter Version: 1.0.1 Current Importer Version: None I recommend saving these scripts as shape_export.py and shape_import.py . Place them in your Blender scripts location (The exact location varies, sorry). They should show up as ...
- Wed May 09, 2007 8:48 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
- Wed May 09, 2007 8:31 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
- Wed May 09, 2007 4:03 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
- Tue May 08, 2007 7:04 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
My brain hurts. But I have gotten it working with the standard header. Translation and rotation work brilliantly. Empties are still the only way to make markers, I'll work on mesh-based markers soon. The y-axis is front, and the z-axis is up. I'm still deciding on exactly how I want to fix the color...
- Tue May 08, 2007 5:16 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
Up and front are still hardcoded, yes. I'm waiting until I can sit in front of a box with both Blender and Darwinia to work on that bit. And you do have something out of sync - the translations of the object also need to be swizzled. I'll fix the last entry to match your new swizzling in all locatio...
- Tue May 08, 2007 4:46 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
- Tue May 08, 2007 4:26 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
I thought you meant linked as in 'not made real'. I'd like to support that, but it would be a lot of work... In other news, I've got another test build. This should create a mesh that appears exactly as it did before, but with different Front/Up vectors and no swizzling of the vertices. Also, please...
- Tue May 08, 2007 4:01 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848
I'm not certain if I can use linked duplicates. I'll have to examine the API a bit more. On an entirely different subject, I think I know how the front, up, and pos vectors map to a transformation matrix... Something like this: [[Fx,*x,Ux,Px] [Fy,*y,Uy,Py] [Fz,*z,Uz,Pz] [00,00,00,01]] The numbers la...
- Tue May 08, 2007 3:44 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45848