MegaGlest Forum

Modding and game content creation => Tools => Topic started by: -Archmage- on 23 March 2012, 23:50:53

Title: Export Script 2.61 bug? [FIXED]
Post by: -Archmage- on 23 March 2012, 23:50:53
Um it exports all geometry in every layer from blender. This bug is making my blender files super messy because I have to delete stuff to export.

Edit by Omega: Renamed thread to [FIXED]
Title: Re: Export Script 2.61
Post by: John.d.h on 24 March 2012, 00:44:43
Do you have any objects selected when you export?  If you have something selected, it exports just that selection, but if you have nothing selected at all, it exports everything.  Is that what you're running into, or a separate issue?
Title: Re: Export Script 2.61
Post by: -Archmage- on 25 March 2012, 01:17:18
No matter what I select it exports everything!
Title: Re: Export Script 2.61(SOFTCODER HELP)
Post by: -Archmage- on 4 April 2012, 02:43:14
I'm working on the Megapack and this is a killer... :P
Title: Re: Export Script 2.61
Post by: Coldfusionstorm on 4 April 2012, 08:48:37
And this is why you allways download the new releases as a zipfile first and check if the plugin works, I mean we pretty much all learned that when we went from 2.4 to 2.5 right?

RIght?
Title: Re: Export Script 2.61
Post by: -Archmage- on 4 April 2012, 13:07:20
I went from 2.4 to 2.6 so....
Well I just deleted my Blender, I was loosing animations randomly. My progress on the Megapack Update has just dropped way back. :(
Title: Re: Export Script 2.61
Post by: Omega on 4 April 2012, 13:51:49
Okay, I'm more than late, but I can't reproduce this. Either the MegaGlest version changed something or you're using an old script. Give this one (http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD) a shot instead. I have no issues with it, and it exports only what's selected, even if the objects are on different layers. Note that my Blender is also 2.62; might wanna update that too.
Title: Re: Export Script 2.61
Post by: -Archmage- on 4 April 2012, 19:27:39
Ok will update.
How do I use that script? do I paste it into a file and name it...(G3DIm/Ex.bin)?

Also what version of Python are you using?

Edit: I was using a 64-bit version, could the export script have choked on that?
Title: Re: Export Script 2.61[Fixed!]
Post by: -Archmage- on 4 April 2012, 21:40:43
I updated to the 32-bit version(from 64-bit 2.61) of 2.62, installed the script supplied by Omega, and everything exports fine now! :)
Thanks Omega!  :D
Title: Re: Export Script 2.61
Post by: Omega on 4 April 2012, 21:46:33
Assuming you use the latest versions of both Blender and the script, install it by copying the python script (should have a *.py extension) to the scripts/addons folder (the exact location of this varies with the operating system and the scripts folder location option you chose when you installed in, alternatives include somewhere in appdata, but for me, choosing to use the installation folder, the path is C:\Program Files (x86)\Blender Foundation\Blender\2.62\scripts\addons. Once copied there, activate the script from the User preferences window (choose the addons tab and find "G3D mesh import/export").

As for the version of python, that's linked to your Blender version, not the script version. Blender 2.6x uses Python version 3.2 (noting there's no harm in having multiple versions of Python, as the major versions aren't backwards compatible; I have 2.7 and 3.2 for that purpose). I'm also using the 64 bit version.


Ninja'd. Don't see why switching to 32 bit would make a difference though, 64 bit works for me.
Title: creating higher poly versions of factions
Post by: jammyjamjamman on 8 June 2012, 00:19:46
I'm working on the Megapack and this is a killer... :P
I have been working on a higher poly tech faction mod. (not to replace the current version but just for players who are interested in trying out higher quality graphics ;) ). I was also planing on moving onto creating a higher poly magic afterwards. If you would like me to stop me creating these mods respond and I will begin work on an entirely new faction. A preview of my first model can be seen at http://megaglest.pzt.me/9t2s
Title: Re: creating higher poly versions of factions
Post by: John.d.h on 8 June 2012, 20:28:56
I'm working on the Megapack and this is a killer... :P
I have been working on a higher poly tech faction mod. (not to replace the current version but just for players who are interested in trying out higher quality graphics ;) ). I was also planing on moving onto creating a higher poly magic afterwards. If you would like me to stop me creating these mods respond and I will begin work on an entirely new faction. A preview of my first model can be seen at http://megaglest.pzt.me/9t2s
By all means continue.  That's what open source is all about. :)