MegaGlest Forum

Modding and game content creation => Tools => Topic started by: Elvas on 18 May 2020, 11:16:23

Title: blender 2.8 - g3d exporter no longer possible ?( Updated )
Post by: Elvas on 18 May 2020, 11:16:23
Hi guys, i decided to continue my mod, but i just noticed that the g3d exporter script doesnt work in the 2.8 blender version. Is there a way to fix it, or the script needs updating ? i cant downgrade blender without downgrading the many many library and dependencies or whatever (im not expert) i tried to downgrade it, but it keeps crashing. any ideas ?
Title: Re: blender 2.8 - g3d exporter no longer possible ?
Post by: titi on 22 May 2020, 22:52:09
Blender 2.8 has a completly changed internal API. Thats why it does not work. Jammy is working on it atm. A problem is, that the blender guys did not update their API-Description yet, so its hard to do.
Jammy said the exporter needs a complete rewrite as everything works different now. I bet we are not the only ones affected.

Meanwhile use blender 2.79. the last working version.
Title: Re: blender 2.8 - g3d exporter no longer possible ?
Post by: jammyjamjamman on 23 November 2020, 23:41:44
Turns out I was exaggerating when I said the script needed a complete rewrite, although quite a lot needed re-doing. There is a new script on the way  ;D

You can check it out here: https://github.com/MegaGlest/megaglest-source/blob/feat/blender-2.90-support/source/tools/glexemel/g3d_support_b290.py (https://github.com/MegaGlest/megaglest-source/blob/feat/blender-2.90-support/source/tools/glexemel/g3d_support_b290.py)

I believe the importer and exporter in this script are fully working, but there's still a lot more testing required. Upgrading the script has been slow progress because the blender python docs are very incomplete. Blender do provide examples, so I had to read these + their internal files to get the gist of how the python works.  :P

Other important info, blender have radically changed their interface (again). E.g. the new material system is node-based. Titi and I still haven't completely decided how G3D should exactly be represented in new Blender. So the way the script works is likely to change.