Search found 164 matches

by brice
Tue May 08, 2007 2:33 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Nope: Compiled with Python version 2.4. Checking for installed Python... got it! File "<string>", line 134 file.write(s) ^ SyntaxError: invalid syntax Saved session recovery to /tmp/quit.blend Blender quit Looks like you had mixed spaces and tabs before you "converted". P...
by brice
Tue May 08, 2007 2:03 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

For the save dialog, here's the code from xsi_export.py: fname = bsys.makename(ext=".xsi") if EXPORT_DIR <> '': fname = bsys.join(EXPORT_DIR, bsys.basename(fname)) Blender.Window.FileSelector(export_xsi, "Export SoftImage XSI", fname) Also, it migh...
by brice
Tue May 08, 2007 12:32 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Here's a quick tutorial on coloring Blender meshes for Darwinia using this technique: In mesh Edit Mode select all faces that will have a common color. Then hit the pink Split button in the Mesh Tools button group. Those faces are now a separate sub-mesh within the same Object. You can drag them ar...
by brice
Mon May 07, 2007 10:52 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Limited marker support. You create markers as 'Empties' in blender, and they use the same heirarchy stuff as mesh objects. I've also fixed a major bug with multi-fragment objects. Currently, markers get the same default 'Top' and 'Front' vectors as everything else - should I calculate those from th...
by brice
Mon May 07, 2007 10:45 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

I'm not certain it's possible to make Blender draw vertex colors flat-shaded. I'd recommend splitting the object so that each face is seperated from the others (but still all the same object). You should then be able to paint each face, and have it come out the exact same way in Darwinia. The verte...
by brice
Mon May 07, 2007 9:56 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

PaladinOfKaos, you now have eight respect points! Spend them wisely! re: Markers, many markers can be parented to fragments. This can make hand-editing easier. BUT some shapes expect things to be broken up exactly as they were in the game files. I don't remember exactly which ones. Some darwinia sub...
by brice
Mon May 07, 2007 9:31 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Yeah, it was just the .off exporter that was inverting normals, so I had to recalc inside when going throuh .off. Yes, that patch fixes the top orientation. And front is correct when looking towards the Darwinia origin. Any chance of a 30-sec how-to for coloring darwinia models in blender? Preferabl...
by brice
Mon May 07, 2007 9:12 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Very Cool! Works like a charm! Model normals have to be outside now. Also, Darwinia uses different axis orientations: Y is up, while for Blender Z is up. If you fix this, then "top" will mean the same thing both places. And I played with vertex colorings. Works! But is there a way to get B...
by brice
Mon May 07, 2007 8:19 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Hi PaladinOfKaos, a blender import / export module would be wonderful! I can't add anything other's haven't already said elsewhere, but I'll gather a few examples and mention a few things that aren't really documented anywhere except forum posts. On the subject of triangle strips, you should easily ...
by brice
Mon May 07, 2007 2:17 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

I can understand transformations like euler angles, and the importance of the multiplicative order in matrices. I don't really need all that stuff explaining as I either already know it or don't care! Sorry, but you'll have to bear with my style. I'm verbose. Besides, there are other people followi...
by brice
Sun May 06, 2007 11:58 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Nope. I dunno. Since the shape files don't explicitly use the Normals list, the engine may be doing some heuristics to determine face directions. Above I mentioned that most of my recent blender shapes have required blender to set the normals inside. But I'm sure that hasn't always been the case. Ma...
by brice
Sun May 06, 2007 8:30 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Two tips for exporting DEC .off files from Blender, one I've mentioned already: 1. Meshes must be converted to triangles before exporting. In Edit Mode, select all vertices (or faces) then do Mesh > Faces > Convert Quads to Triangles. 2. Darwinia seems to prefer normals facing inwards on most of the...
by brice
Sun May 06, 2007 7:55 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

ooo, that's burry! The matrices would be so you didn't have to do what you're gonna do. That is: change the coordinate data directly. Then the relative effects of the parent tree get screwed up. It would be fine for static shapes, but moving ones could be thrown for a loop by the coordinate shifts w...
by brice
Sun May 06, 2007 6:28 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

"blurry"??? Do you mean big shapes (like the world map) seem to get clipped? One thing you might do is go to View > View Properties and change the value for Clip End to something big. If you really mean blurry, you may be in a funny view mode. For mesh editing the View check marks should b...
by brice
Sun May 06, 2007 5:12 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 34792

Tada? Anyway I made an awful shp->off converter in VB; it does the job. Currently, it doesn't understand what to do with up and front (mainly because *I* don't know what to do with them, I know they relate to the orientation but I don't know how to translate that into linear space) and it doesn't s...

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