Joined: Wed Jun 14, 2006 11:18 pm Posts: 1480 Location: United Kingdom
I know next to nothing about Blender, but I think they stopped including mesh_tri2quad from 2.43 on?
Nice script. (I like it when things work : )
I'm having trouble with smoothing groups. Everything I export from Blender ends up completely smooth. (The acsii files are also a lot bigger than those exported from Milkshape (maybe part of the same issue?)).
Is there any way to fix that? (Milkshape's next to useless for any serious models and doesn't seem to export smoothing groups at all).
I'm having to manually combine Milkshape/Blender .txt files at the moment.
(Be cool if someone could write a Milkshape export script for 3DS Max).
Joined: Sat Jun 12, 2004 12:53 am Posts: 2884 Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
I'll have a look at the smoothing groups prob this week if I get a chance.
Don't have time to look at it right now, but something tells me I may have messed that up in a change a while back such that it now only looks at vertex normals and not face normals.
Thanks for the feedback, and give the topic a bump if I forget about it.
cbx
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
Joined: Sun Aug 21, 2005 9:23 pm Posts: 106 Location: Hungary
CBX I have a big problem, my machine crashed, so I loosed the belnder 2.42 installer, and your script dont work with the newest version of blender, please aid me thx.
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
Berem wrote:
CBX I have a big problem, my machine crashed, so I loosed the belnder 2.42 installer, and your script dont work with the newest version of blender, please aid me thx.
Just goto the blender site and redownload it. They should still have a copy of it to be downloaded.
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Joined: Sat Jun 12, 2004 12:53 am Posts: 2884 Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
I updated to Blender 2.45 last night, and the script works (for me) without problems.
*** EDIT: Not true, sorry, I was only on 2.44 ***
Any more info on the issue would be helpful.
Laptop's Daddy wrote:
I know next to nothing about Blender, but I think they stopped including mesh_tri2quad from 2.43 on?
Not sure - I'm not actually using it (it never really worked as documented, in my experience), so if it's any problem, just delete that line.
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
Joined: Wed Jun 14, 2006 11:18 pm Posts: 1480 Location: United Kingdom
edited to allay confusion
laptops daddy wrote (this posts original contents, not as quote):
Quote:
ok, i think i see. i'm a little out of my depth. are you saying that there's a distinction between smoothing groups and vertex normals? and that scorched only uses the latter? so smoothing groups are(/should be) translated to normals at export, but aren't actually supported by the game per se?
gcamp (i guess) wrote: (must have used special site access or something. possibly distracted? : )
Exactly right. The smooting groups are used to generate the normals.
So long as the exported normals are correct, everthing should be cool. However, I've just checked the Milkshape export format and the smoothing groups do apear to be in the milkshape file as well. So scorched could also change the normals based on these groups (which it currently doesn't do).
So I guess this could be fixed in scorched too.
Last edited by Laptops Daddy on Wed Oct 24, 2007 9:01 pm, edited 2 times in total.
Joined: Sat Jun 12, 2004 12:53 am Posts: 2884 Location: _____________________________ Current Scorched3d Rank: 1 _____________________________ *clink*
Laptops Daddy wrote:
Quote:
ok, i think i see. i'm a little out of my depth. are you saying that there's a distinction between smoothing groups and vertex normals? and that scorched only uses the latter? so smoothing groups are(/should be) translated to normals at export, but aren't actually supported by the game per se?
Exactly right. The smooting groups are used to generate the normals.
I'm a bit confused as to where that quote came from, but anyway.....
Whomever the quote was from was exactly right - the smoothing groups *should* be translated to normals at export. The way the export script works now is that it uses vertex normals, always. I thought this was the correct behavior, in that I thought that Blender would adjust the vertex normals if it is using smoothing, and just use the face normals if not using smoothing. I have never noticed anything wrong, but given the number of comments on this, I'm thinking perhaps my assumption was wrong. I will check.
Laptop: Any reason you imported into MilkShape after exporting from Blender? (I mostly ask because if there's a reason to do so, I may be able to remove that reason)
Quote:
So long as the exported normals are correct, everthing should be cool. However, I've just checked the Milkshape export format and the smoothing groups do apear to be in the milkshape file as well. So scorched could also change the normals based on these groups (which it currently doesn't do).
I disagree - I don't think Scorched should ever change normals - they should be as the modeller intended them to be.... I might be misunderstanding something here however.
So I guess this could be fixed in scorched too.[/quote]
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
Joined: Wed Jun 14, 2006 11:18 pm Posts: 1480 Location: United Kingdom
cbx550f wrote:
I'm a bit confused as to where that quote came from, but anyway.....
: ) all very strange phantom quote. let me see if I can edit it…
Laptops Daddy wrote:
ok, i think i see. i'm a little out of my depth. are you saying that there's a distinction between smoothing groups and vertex normals? and that scorched only uses the latter? so smoothing groups are(/should be) translated to normals at export, but aren't actually supported by the game per se?
gcamp? (pretending to be lt daddy with special website powers) wrote:
Exactly right. The smooting groups are used to generate the normals...
that make more sense?
cbx550f wrote:
Laptop: Any reason you imported into MilkShape after exporting from Blender? (I mostly ask because if there's a reason to do so, I may be able to remove that reason)
really just to demonstrate the milkshape default behaviour. but if you're implying blender can export animated models, do it please?
cbx550f wrote:
I don't think Scorched should ever change normals - they should be as the modeller intended them to be...
i think the idea is scorched could potentially use the smoothing group information to extrapolate normals, i guess this is the intended milkshape behaviour. i suppose milkshape should really dictate how its ascii file is structured : )
on the other hand, scorched is way bigger than milkshape (maybe i'm biased). maybe it's time there was an s3d ascii format. (i.e. milkshape ascii, but with smoothing groups translated into normals?)
i had a look at the script. (barely speak a word of python, but)... could you do something like:
Code:
#normals if blender ses it's solid: file.write('\n' + str(round(mesh.faces[i].no[0],4))) etc#use faces else:#i.e. if it's smooth file.write('\n' + str(round(-mesh.faces[i].v[faceVerts-fv-1].no[0],4))) etc#use verts
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