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look how quick you can progress in blender 3d

Started by TheJamsh, July 12, 2008, 05:47:38 PM

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Nick53

"4- Export it to XSI from blender using OM's exporter."

Where is this found??

bigbadbogie

Quote from: VSMIT on July 15, 2008, 06:23:18 PM
Look on his website.

VSMIT.

I didnt even have to leave the topic!! I suggest you look first, ask questions if you can't find anything.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nick53

OK. I've been there but cannot seem to find this .XSI converter, the only download I've found is just a page of text... Apparently I need to put hardpoints in using blender as this .xsi converter wont open in Threed. How is this done?

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nick53

Very good, but "BZ2Exporter242" gives me a HTML word file as per last post and the other dload is a blender file of a tank?  :-)

OvermindDL1

What the heck is an "HTML word file"?
And I just downloaded it again, same link as he posted, downloads just fine.

Generated by OvermindDL1's Signature Auto-Add Script via GreaseMonkey


Nick53

Well, it starts like this.........

and goes on for several pages??







#!BPY

""" Registration info for Blender menus:
Name: 'BZ2XSI(.xsi)...'
Blender: 242
Group: 'Export'
ToolTip: 'Export to BZ2's file format.'
"""
__author__ = "OvermindDL1"
__url__ = ("Author's site, http://www.overminddl1.com/")
__version__ = "0.1"

__bpydoc__ = """\
This scripts exports in Battlezone 2's mesh import file format, XSI 1.1.

Notes:<br>
    Check author's site for a new beta version of the BZ2 exporter.
"""
# BZ2Exporter.py version 0.1
# Copyright (C) 2006  OvermindDL1 -- OvermindDL1@gmail.com
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.

# This script exports meshes created with Blender in BZ2 XSI 1.1 file format,
# it exports meshes,armatures,materials,normals,texturecoords and animations
# (hopefully)

# Grab the latest version at: www.overminddl1.com

import Blender
from Blender import Types, Object, NMesh, Material,Armature,Mesh,IpoCurve
from Blender.Mathutils import *
from Blender import Draw, BGL
from Blender.BGL import *
import math
import os
import struct

# TODO:  Cleanup the global's I'm no longer using, don't touch the ones I am using...
# TODO:  Add support for specying animation speed, enabling/disabling dummy frame (var already exists), etc...

global mat_flip,index_list,space,bone_list,mat_dict
global anim,flip_norm,swap_yz,flip_z,speed,ticks,addDummyRoot
bone_list =[]
index_list = []
mat_dict = {}
#BZ2 requires swap_yz to be 1...
space = 0;flip_z = 1;anim=1;swap_yz=1;flip_norm=0;speed=0;ticks=25;addDummyRoot=1


toggle_val = 1
toggle1_val = 0
toggle2_val = 0
toggle3_val = 1
toggle4_val = 1
anim_tick = Draw.Create(25)


def my_callback(filename):
   if filename.find('.xsi', -4) <= 0: filename += '.xsi'
   #bz2export = bz2Export(filename)
   #bz2export = bz2XsiExport(filename)
   bz2export = bz2XsiOptimizedExporter(filename)
   #bz2export.SelectObjs()
   bz2export.ExportAll()

def my_callback_sel(filename):
   if filename.find('.xsi', -4) <= 0: filename += '.xsi'
   #bz2export = bz2Export(filename)
   bz2export = bz2XsiExport(filename)
   bz2export.ExportSelected()
def event(evt, val):
      if evt == Draw.ESCKEY:
         Draw.Exit()
         return


That is if I've got the right link??

bigbadbogie

You have to 'save as' and put the file into your blender plugins folder with all the other python scripts.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nick53


I've put it in C:\Program Files\Blender Foundation\Blender\python25.zip (Zip folder) (blencer --> plugins doesnt have anything in it...)

with 28? other .py files. I suppose when I goto File --> Export it will have BZII converter (or something similar) but theres nothing new (I think)

Anyway, I've heard that once converted, you cannot view the .xsi file in Threed because the file is "optimised" (for want of a better word)  for BZII. How do you put hardpoints in a unit, do they have to be seperate objects (I've sort of picked up they need to be triangle things in the chassis of the unit) Is there a guide type thing for this anywhere?

TheJamsh

you have to do that in blender. blender can do it all.

remember that OM's exporter doesnt work with textures or animations yet (not completely anyway, the only advanced blender user i know of is Dia and hes never really around...).


BZII Expansion Pack Development Leader. Coming Soon.

OvermindDL1

It still worked with textures for me, the coords seemed slightly off, but all of the models I tried making had textures...
And where are you getting python25.py?  Your plugins directory should be in a place like:  C:\Program Files\Blender Foundation\Blender\.blender\scripts\

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Nick53

#56
Yes, I've put it in there now, but where in blender do I access the "Exporter"?
EDIT: found it! =D

Is there a tutorial that explains how to mae BZII units with blender?

Dianoga4

I'm starting to pop around more again but I was never able to get the exporter to work correctly with textures.

OM, could you explain your steps to get the texture working correctly so that you can see it in the editor please. I want to see if I was doing something wrong. I'll give it a try again a little bit later tonight to refresh my memory because I haven't tried to use it for a while.

Dia

Dianoga4


Nick53

#59
I get "Python Script error check console" when trying to export.

EDIT AGAIN: I've got Blender 2.45, do I need 2.42? I'll look for it....

EDIT AGAIN: I've now got 2.42 but same error.......