Author Topic: Cube Warfare Version 1.1 is Released!  (Read 49901 times)

tomreyn

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 2,764
    • View Profile
    • MegaGlest - the free and open source cross platform 3D real-time strategy game
Re: Cube Warfare Version 1.1 is Released!
« Reply #200 on: 9 September 2012, 10:04:49 »
Hmm, I'm really not into modding, but I know where the wiki page on team color is, does this help? I also remember that titi was discussing his lack of happiness about a, once again, modified Blender API in current versions and that he needed to fix the exporter - which I think he said he succeeded in recently.
« Last Edit: 18 June 2016, 13:41:30 by filux »
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

· · · How YOU can contribute to MG · Latest development snapshot · How to build yourself · Megapack techtree · Currently hosted MG games · · ·

Yggdrasil

  • GAE Team
  • Ornithopter
  • ********
  • Posts: 408
    • View Profile
Re: Cube Warfare Version 1.1 is Released!
« Reply #201 on: 9 September 2012, 12:10:17 »
Hmm, I'm really not into modding, but I know where the wiki page on team color is, does this help?
That's already old and wrong for the newest exporter. Better use this page:
https://docs.megaglest.org/G3D_support#Model_preparation

You probably forgot to check team color in the G3D poperties panel. You might wanna update your exporter beforehand, just to make sure you have the newest one (should show up in blender as version 0.5.2).

I also remember that titi was discussing his lack of happiness about a, once again, modified Blender API in current versions and that he needed to fix the exporter - which I think he said he succeeded in recently.
This was about the importer, not the exporter.
https://forum.megaglest.org/index.php?topic=8565.0
« Last Edit: 18 June 2016, 13:41:40 by filux »

njam2

  • Ghost Armor
  • ***
  • Posts: 109
    • View Profile
Re: Cube Warfare Version 1.1 is Released!
« Reply #202 on: 9 September 2012, 22:56:25 »
i did forget to check the team color in the G3D poperties panel, everything is working! :)
thanks!
To boldly go

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Cube Warfare Version 1.1 is Released!
« Reply #203 on: 10 September 2012, 04:08:10 »
Hmm, I'm really not into modding, but I know where the wiki page on team color is, does this help?
That's already old and wrong for the newest exporter. Better use this page:
https://docs.megaglest.org/G3D_support#Model_preparation
Oops, thanks for pointing that out. I updated the team colour page so it's correct.
« Last Edit: 18 June 2016, 13:42:02 by filux »
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

njam2

  • Ghost Armor
  • ***
  • Posts: 109
    • View Profile
Re: Cube Warfare Version 1.1 is Released!
« Reply #204 on: 10 September 2012, 18:18:04 »
is there anyway you can import an animation?
The models i have are great i just need to delete one of the guys. if i can't ill have to remodel and re animate
To boldly go

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Cube Warfare Version 1.1 is Released!
« Reply #205 on: 10 September 2012, 19:06:47 »
is there anyway you can import an animation?
The models i have are great i just need to delete one of the guys. if i can't ill have to remodel and re animate
Nope. If we ever adopt another model format, it may be possible, but G3D models don't save bones, so there's no plausible way (yet, anyway) to import an animation. Shape keys are imported, but not sure if they have any real use.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

njam2

  • Ghost Armor
  • ***
  • Posts: 109
    • View Profile
Re: Cube Warfare Version 1.1 is Released!
« Reply #206 on: 10 September 2012, 20:34:23 »
thanks for the reply. :)
To boldly go

Yggdrasil

  • GAE Team
  • Ornithopter
  • ********
  • Posts: 408
    • View Profile
Re: Cube Warfare Version 1.1 is Released!
« Reply #207 on: 12 September 2012, 15:52:34 »
Always keep the blend files of your models!

Deleting a mesh can be easily done with g3dhack.
https://forum.megaglest.org/index.php?topic=7083.0
No need to remodel.

Shape keys are imported, but not sure if they have any real use.
One can somehow use shape keys for animation, but i don't know how. If someone could tell me how, i can probably add it to the importer and we can re-export imported animations. Though, you can't easily edit imported animations 'cause you won't get bones.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Cube Warfare Version 1.1 is Released!
« Reply #208 on: 13 September 2012, 21:30:23 »
One can somehow use shape keys for animation, but i don't know how. If someone could tell me how, i can probably add it to the importer and we can re-export imported animations. Though, you can't easily edit imported animations 'cause you won't get bones.
I think it's the exporter that would need modifying. Previously, the importer would import shape keys (the current version does not). When you checked each frame in Blender, the model would appear to have retained its animation, however, when exported, the model would always be exported as the first frame only (in other words, the shape keys were ignored by the exporter). Granted, shape keys would be a royal pain to modify (if possible), but if the shape keys could be exported (and thus would have to be imported again), small changes like swapping a weapon would be possible by simply animating just the weapon.

So I think the first question that would have to be answered is: can shape keys be exported (or more accurately, can the exporter be tweaked to export shape keys?).
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

njam2

  • Ghost Armor
  • ***
  • Posts: 109
    • View Profile
Re: Cube Warfare Version 1.1 is Released!
« Reply #209 on: 14 September 2012, 23:24:23 »
i thought i had them saved before I changed my OS.
 
anyways i already remodeled them so I'm okay now. (:
To boldly go

Yggdrasil

  • GAE Team
  • Ornithopter
  • ********
  • Posts: 408
    • View Profile
Re: Cube Warfare Version 1.1 is Released!
« Reply #210 on: 15 September 2012, 11:54:06 »
So I think the first question that would have to be answered is: can shape keys be exported (or more accurately, can the exporter be tweaked to export shape keys?).
Yes, it should work. Already thought about this before, but dismissed it because it feels so hacky. When i find some time i might give it a go.