Blender Export Script for Scorched3d models!

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PostPosted: Wed Sep 13, 2006 9:36 pm 
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Berem, I haven't had much time to work on this lately, but I'll attach my most recent one to try. Off the top of my head, I can't remember which (if any) of the problems you're having might have been addressed, but since I may not get back to it anytime soon, I thought I'd just post it for you.

Let me know how you make out.

cbx


Attachments:
File comment: This is *not* a "release" - just here for trials. ;)
s3dexport.zip [2.93 KiB]
Downloaded 37 times
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PostPosted: Thu Sep 14, 2006 5:58 am 
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Helo I tried it and the problem is the same, u have some scripts maybe what i dont have and these mod_meshtool, and mod_flags are these, because the script cant import these, when I start exporting in blender, because I dont have like this. You can check the error msg too. So if you can post me these scripts, or what else these plz send me in email, or here.


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importerror.JPG
importerror.JPG [ 30.62 KiB | Viewed 928 times ]
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PostPosted: Thu Sep 14, 2006 9:47 pm 
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I can't test right now, but try the following:
- delete the import mod_meshtools and mod_flags lines
- after the "import Blender", add a line that reads:
Code:
from Blender import *


cbx

btw: Worst case, if you downgrade to a Blender version <2.40 it should work, however, I do want to fix this, just haven't had much time.
Thanks for the feedback though. :)
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


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PostPosted: Fri Sep 15, 2006 5:18 am 
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Hi I dont haste you in fix this problem, because I use untill the Milshape, after this script will work I will use blender, because it have more acessory.


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error.JPG
error.JPG [ 32.02 KiB | Viewed 916 times ]
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 Post subject: ase exportscript foe blender
PostPosted: Sun Sep 24, 2006 1:45 pm 
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I found a workable export script we can export with it to ase format. Untill that cbx550f make his s3d exporter workable, its better than nothing.


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ASE exporter.zip [5.72 KiB]
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 Post subject: Reapair MS3D ASCII exporter for S3D :D
PostPosted: Mon Sep 25, 2006 10:43 am 
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Hi I repaired the S3D export script I show the changes in pictures too :D.
There was two module in the script what you called cbx550f this two module is mod_meshtool, and mod_flags, these modules in the newest blender you cant find because it is placed in one file called meshtool.py, so let talk the screenshots :D The pictures show only the modflags change to meshtool, but but dont forget the mod_meshtool syntaxes changed too this is only examples. And last I posted the repaired script too :D


Attachments:
File comment: After the changes
myproblemsolution.jpg
myproblemsolution.jpg [ 106.93 KiB | Viewed 901 times ]
File comment: The bad imported modules and the problem source
myproblem.jpg
myproblem.jpg [ 133.59 KiB | Viewed 901 times ]
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Last edited by Berem on Mon Sep 25, 2006 9:05 pm, edited 1 time in total.
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 Post subject: Another problem
PostPosted: Mon Sep 25, 2006 12:22 pm 
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I solve a problem, and there is an another why WHY MEEEE I ask :(
Here it is the exporter script make coded the exported models txt file, so I cant use it in schorch :(
Here I post two pictures what shows you what my problem is.
Pls help because my milkshape is expired and I dont wana buy it.


Attachments:
File comment: When I opened a modell whit notepad what was exported with milkshape I saw this
good.JPG
good.JPG [ 137.14 KiB | Viewed 900 times ]
File comment: When I opened the file with notepad I saw this
another problem.JPG
another problem.JPG [ 335.38 KiB | Viewed 900 times ]
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PostPosted: Mon Sep 25, 2006 2:49 pm 
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The second file is just using unix line feeds, open it with wordpad and it will look ok. Scorched should be able to read either of these file types.


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PostPosted: Mon Sep 25, 2006 6:28 pm 
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Really if you said, but scorched saic, for this unknown file type, maybe I gived some special parameter in blender, or I dont gived, dunno, because I cant texture my modells in blender, with biturn converter, I see my modells, but they dont have the texture, what I gived them, so somebody sohwme what do I wrong.
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 Post subject:
PostPosted: Mon Sep 25, 2006 7:55 pm 
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Now its works, so as you said, but there are missed some lines of the end of the model if you open it after export, I think thats the cause why I cant use at first time, now I inserted to the end and its worked, only I need to learn how to texture with blender, and how to use blender good for scorched modelling. :D
And here are the missed lines:

Bones: 0
GroupComments: 0
MaterialComments: 0
BoneComments: 0
ModelComment: 0

Please correct this missing after it will bee fully and good :D
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 Post subject: ms3dexporter script
PostPosted: Mon Sep 25, 2006 9:04 pm 
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Now I solwed the unkown fileformat problem. The problem source was in the material lines, it was this:
...
file.write(str(material.hard) + "\n") # MS3D "shininess" = blender "gardness" (I think)
...

You thinked bad, because shininess is emit so I changed the line to this and putted in the following things what I before asked from you :D:
.....
file.write(str(material.emit) + "\n") # MS3D "shininess" = blender "emit" (I think)
.....
file.write('\nBones: 0\n') # we don't need no stinking bones for Scorched! ;)
file.write('\nGroupComments: 0\n')
file.write('\nMaterialComments: 0\n')
file.write('\nBoneComments: 0\n')
file.write('\nModelComment: 0\n')
....

now its correct, after export I opened with wordpad, and there was everithing correct in the file there was no missing things :D
And here is the corrected script :D to


Attachments:
MS3D_ASCII(.txt)_export-1.0a.zip [2.92 KiB]
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 Post subject:
PostPosted: Tue Sep 26, 2006 6:36 pm 
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The bones are for when you make a model to play in the game as or an animated model for the game. SO even if your making a weapon model they still need to be there for the game engine to say "it looks right"
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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 Post subject:
PostPosted: Tue Sep 26, 2006 11:52 pm 
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Good work, Berem, Cheers.

I want to be clear on one thing though: swapping "hardness" and "emit" made a difference?
Could have sworn that Scorched didn't use those.

Also, jdog: I made that "we don't need bones for Scorched" comment in the code before Scorched started supporting bones ;)
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


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 Post subject:
PostPosted: Wed Sep 27, 2006 7:19 am 
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Thx I tried and I successed in it thx again now I can use it :D
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 Post subject:
PostPosted: Thu Sep 28, 2006 2:28 pm 
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cbx550f wrote:
Also, jdog: I made that "we don't need bones for Scorched" comment in the code before Scorched started supporting bones ;)


Ahhhhhh, ok.
Beware the VOID

When in doubt on why your mod broke...
it's all Bobirov's fault.


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