Author Topic: I made a new import script for blender 2.57  (Read 4138 times)

loveheaven

  • Guest
I made a new import script for blender 2.57
« on: 3 June 2011, 12:02:42 »
Guys,
     I made a new import script for blender 2.57. It support models, textures except animations.
     I don't know if there is any place for me to upload my script. So I post it here. You can put this script under the folder blender\2.57\scripts\addons\.

Code: [Select]
# -*- coding: utf-8 -*-

###########################################################################
# Glest Model / Texture / UV / Animation Importer and Exporter
# for the Game Glest that u can find http://www.glest.org
# 2011/05/25: v0.1 alpha1
# created by William Zheng for Blender 2.57(loveheaven_zhengwei@hotmail.com)
###########################################################################

bl_info = {
    "name": "G3D Mesh Importer",
    "author": "William Zheng",
    "version": (0, 1, 0),
    "blender": (2, 5, 7),
    "api": 36079,
    "location": "File > Import > Glest 3D File (.g3d)",
    "description": "Import .g3d file and create a mesh",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Import-Export"}

"""
Here an explanation of the V4 Format found at www.glest.org
================================
1. DATA TYPES
================================
G3D files use the following data types:
uint8: 8 bit unsigned integer
uint16: 16 bit unsigned integer
uint32: 32 bit unsigned integer
float32: 32 bit floating point
================================
2. OVERALL STRUCTURE
================================
- File header
- Model header
- Mesh header
- Texture names
- Mesh data
================================
2. FILE HEADER
================================
Code:
struct FileHeader{
   uint8 id[3];
   uint8 version;
};
This header is shared among all the versions of G3D, it identifies this file as a G3D model and provides information of the version.
id: must be "G3D"
version: must be 4, in binary (not '4')
================================
3. MODEL HEADER
================================
Code:
struct ModelHeader{
   uint16 meshCount;
   uint8 type;
};           
meshCount: number of meshes in this model
type: must be 0
================================
4. MESH HEADER
================================
There is a mesh header for each mesh, there must be "meshCount" headers in a file but they are not consecutive, texture names and mesh data are stored in between.
Code:
struct MeshHeader{
   uint8 name[64];
   uint32 frameCount;
   uint32 vertexCount;
   uint32 indexCount;
   float32 diffuseColor[3];
   float32 specularColor[3];
   float32 specularPower;
   float32 opacity;
   uint32 properties;
   uint32 textures;
};
name: name of the mesh
frameCount: number of keyframes in this mesh
vertexCount: number of vertices in each frame
indexCount: number of indices in this mesh (the number of triangles is indexCount/3)
diffuseColor: RGB diffuse color
specularColor: RGB specular color (currently unused)
specularPower: specular power (currently unused)
properties: property flags
Code:
enum MeshPropertyFlag{
   mpfTwoSided= 1,
        mpfCustomColor= 2,
};
mpfTwoSided: meshes in this mesh are rendered by both sides, if this flag is not present only "counter clockwise" faces are rendered
mpfCustomColor: alpha in this model is replaced by a custom color, usually the player color
textures: texture flags, only 0x1 is currently used, indicating that there is a diffuse texture in this mesh.
================================
4. TEXTURE NAMES
================================
A list of uint8[64] texture name values. One for each texture in the mesh. If there are no textures in the mesh no texture names are present. In practice since Glest only uses 1 texture for each mesh the number of texture names should be 0 or 1.
================================
5. MESH DATA
================================
After each mesh header and texture names the mesh data is placed.
vertices: frameCount * vertexCount * 3, float32 values representing the x, y, z vertex coords for all frames
normals: frameCount * vertexCount * 3, float32 values representing the x, y, z normal coords for all frames
texture coords: vertexCount * 2, float32 values representing the s, t tex coords for all frames (only present if the mesh has 1 texture at least)
indices: indexCount, uint32 values representing the indices
"""
###########################################################################
# Importing Structures needed (must later verify if i need them really all)
###########################################################################
import bpy
from bpy.props import StringProperty
from io_utils import ImportHelper, ExportHelper, load_image

import sys, struct, string, types
from types import *
import os
from os import path
from os.path import dirname
###########################################################################
# Variables that are better Global to handle
###########################################################################
imported = []   #List of all imported Objects
toexport = []   #List of Objects to export (actually only meshes)
sceneID  = None #Points to the active Blender Scene
def unpack_list(list_of_tuples):
l = []
for t in list_of_tuples:
l.extend(t)
return l
###########################################################################
# Declaring Structures of G3D Format
###########################################################################
class G3DHeader:                            #Read first 4 Bytes of file should be G3D + Versionnumber
binary_format = "<3cB"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.id = str(data[0]+data[1]+data[2], "utf-8")
self.version = data[3]

class G3DModelHeaderv3:                     #Read Modelheader in V3 there is only the number of Meshes in file
binary_format = "<I"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshcount = data[0]

class G3DModelHeaderv4:                     #Read Modelheader: Number of Meshes and Meshtype (must be 0)
binary_format = "<HB"
def __init__(self, fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshcount = data[0]
self.mtype = data[1]

class G3DMeshHeaderv3:   #Read Meshheader
binary_format = "<7I64c"
def __init__(self,fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.framecount = data[0]    #Framecount = Number of Animationsteps
self.normalframecount= data[1]   #Number of Normal Frames actualli equal to Framecount
self.texturecoordframecount= data[2]#Number of Frames of Texturecoordinates seems everytime to be 1
self.colorframecount= data[3]    #Number of Frames of Colors seems everytime to be 1
self.vertexcount= data[4]    #Number of Vertices in each Frame
self.indexcount= data[5] #Number of Indices in Mesh (Triangles = Indexcount/3)
self.properties= data[6] #Property flags
if self.properties & 1: #PropertyBit is Mesh Textured ?
self.hastexture = False
self.texturefilename = None
else:
self.texturefilename = "".join([str(x, "ascii") for x in data[7:-1] if x[0]< 127 ])
self.hastexture = True
if self.properties & 2: #PropertyBit is Mesh TwoSided ?
self.istwosided = True
else:
self.istwosided = False
if self.properties & 4: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
self.customalpha = True
else:
self.customalpha = False

class G3DMeshHeaderv4:   #Read Meshheader
binary_format = "<64c3I8f2I"
texname_format = "<64c"
def __init__(self,fileID):
temp = fileID.read(struct.calcsize(self.binary_format))
data = struct.unpack(self.binary_format,temp)
self.meshname = "".join([str(x, "ascii") for x in data[0:64] if x[0] < 127 ]) #Name of Mesh every Char is a  String on his own
self.framecount = data[64]   #Framecount = Number of Animationsteps
self.vertexcount = data[65] #Number of Vertices in each Frame
self.indexcount = data[66]   #Number of Indices in Mesh (Triangles = Indexcount/3)
self.diffusecolor = data[67:70] #RGB diffuse color
self.specularcolor = data[70:73] #RGB specular color (unused)
self.specularpower = data[73]    #Specular power (unused)
self.opacity = data[74] #Opacity
self.properties= data[75]    #Property flags
self.textures = data[76] #Texture flag
if self.properties & 1: #PropertyBit is Mesh TwoSided ?
self.istwosided = True
else:
self.istwosided = False
if self.properties & 2: #PropertyBit is Mesh Alpha Channel custom Color in Game ?
self.customalpha = True
else:
self.customalpha = False
if self.textures & 1:    #PropertyBit is Mesh Textured ?
temp = fileID.read(struct.calcsize(self.texname_format))
data = struct.unpack(self.texname_format,temp)
self.texturefilename = "".join([str(x, "ascii") for x in data[0:-1] if x[0] < 127 ])
self.hastexture = True
else:
self.hastexture = False
self.texturefilename = None

class G3DMeshdataV3: #Calculate and read the Mesh Datapack
def __init__(self,fileID,header):
#Calculation of the Meshdatasize to load because its variable
#Animationframes * Vertices per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#The same for Normals
normals_format = "<%if" % int(header.normalframecount * header.vertexcount * 3)
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
texturecoords_format = "<%if" % int(header.texturecoordframecount * header.vertexcount * 2)
#Colors in format RGBA
colors_format = "<%if" % int(header.colorframecount * 4)
#Indices
indices_format = "<%iI" % int(header.indexcount)
#Load the Meshdata as calculated above
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
self.colors = struct.unpack(colors_format,fileID.read(struct.calcsize(colors_format)))
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))

class G3DMeshdataV4: #Calculate and read the Mesh Datapack
def __init__(self,fileID,header):
#Calculation of the Meshdatasize to load because its variable
#Animationframes * Points (Vertex) per Animation * 3 (Each Point are 3 Float X Y Z Coordinates)
vertex_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#The same for Normals
normals_format = "<%if" % int(header.framecount * header.vertexcount * 3)
#Same here but Textures are 2D so only 2 Floats needed for Position inside Texture Bitmap
texturecoords_format = "<%if" % int(header.vertexcount * 2)
#Indices
indices_format = "<%iI" % int(header.indexcount)
#Load the Meshdata as calculated above
self.vertices = struct.unpack(vertex_format,fileID.read(struct.calcsize(vertex_format)))
self.normals = struct.unpack(normals_format,fileID.read(struct.calcsize(normals_format)))
if header.hastexture:
self.texturecoords = struct.unpack(texturecoords_format,fileID.read(struct.calcsize(texturecoords_format)))
self.indices = struct.unpack(indices_format ,fileID.read(struct.calcsize(indices_format)))

def createMesh(filename,header,data):    #Create a Mesh inside Blender
mesh = bpy.data.meshes.new(header.meshname)   #New Mesh
meshobj = bpy.data.objects.new(header.meshname+'Object', mesh) #New Object for the new Mesh
scene = bpy.context.scene
scene.objects.link(meshobj)
scene.update()
uvcoords = []
image = None
if header.hastexture:    #Load Texture when assigned
texturefile = dirname(filename)+os.sep+header.texturefilename
image = load_image(texturefile, dirname(filename))
for x in range(0,len(data.texturecoords),2): #Prepare the UV
uvcoords.append([data.texturecoords[x],data.texturecoords[x+1]])

vertsCO = []
vertsNormal = []
for x in range(0,header.vertexcount*3,3):   #Get the Vertices and Normals into empty Mesh
vertsCO.extend([(data.vertices[x],data.vertices[x+1],data.vertices[x+2])])
vertsNormal.extend([(data.normals[x],data.normals[x+1],data.normals[x+2])])
#vertsCO.extend([(data.vertices[x+(header.framecount-1)*header.vertexcount*3],data.vertices[x+(header.framecount-1)*header.vertexcount*3+1],data.vertices[x+(header.framecount-1)*header.vertexcount*3+2])])
#vertsNormal.extend([(data.normals[x+(header.framecount-1)*header.vertexcount*3],data.normals[x+(header.framecount-1)*header.vertexcount*3+1],data.normals[x+(header.framecount-1)*header.vertexcount*3+2])])
mesh.vertices.add(len(vertsCO))
mesh.vertices.foreach_set("co", unpack_list(vertsCO))
mesh.vertices.foreach_set("normal", unpack_list(vertsNormal))

faces = []
faceuv = []
for i in range(0,len(data.indices),3): #Build Faces into Mesh
faces.extend([data.indices[i], data.indices[i+1], data.indices[i+2], 0])
if header.hastexture:
uv = []
u0 = uvcoords[data.indices[i]][0]
v0 = uvcoords[data.indices[i]][1]
uv.append([u0,v0])
u1 = uvcoords[data.indices[i+1]][0]
v1 = uvcoords[data.indices[i+1]][1]
uv.append([u1,v1])
u2 = uvcoords[data.indices[i+2]][0]
v2 = uvcoords[data.indices[i+2]][1]
uv.append([u2,v2])
faceuv.append([uv,0,0,0])
else:
uv.append([0,0])
uv.append([0,0])
uv.append([0,0])
faceuv.append([uv,0,0,0])
mesh.faces.add(len(faces)//4)
mesh.faces.foreach_set("vertices_raw", faces)
mesh.faces.foreach_set("use_smooth", [True] * len(mesh.faces))
mesh.update_tag()
mesh.update()    #Update changes to Mesh
#===================================================================================================
    #Material Setup
    #===================================================================================================
if header.hastexture:
materialname = "pskmat"
materials = []
texture = bpy.data.textures.new(name=header.texturefilename,type='IMAGE')
texture.image = image
matdata = bpy.data.materials.new(materialname + '1')
slot = matdata.texture_slots.add()
slot.texture = texture
slot.texture_coords = 'UV'
if header.isv4:
matdata.diffuse_color = (header.diffusecolor[0], header.diffusecolor[1],header.diffusecolor[2])
matdata.alpha = header.opacity
matdata.specular_color = (header.specularcolor[0], header.specularcolor[1],header.specularcolor[2])
materials.append(matdata)

for material in materials:
#add material to the mesh list of materials
mesh.materials.append(material)
 
countm = 0
psktexname="psk" + str(countm)
mesh.uv_textures.new(name=psktexname)
for countm in range(len(mesh.uv_textures)):
mesh.update()
uvtex = mesh.uv_textures[countm] #add one uv texture
mesh.update()
if (len(faceuv) > 0):
counttex = 0
countm = 0
for countm in range(len(mesh.uv_textures)):
mesh.update()
psktexname="psk" + str(countm)
uvtex = mesh.uv_textures[countm] #add one uv texture
mesh.update()
for i, face in enumerate(mesh.faces):
blender_tface = uvtex.data[i] #face
mfaceuv = faceuv[i]
                    #face.material_index = faceuv[i][1]
if countm == faceuv[i][1]:
face.material_index = faceuv[i][1]
blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0)
blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0)
blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0)
blender_tface.image = image
blender_tface.use_image = True
blender_tface.blend_type = 'ALPHA'
blender_tface.use_twoside = True
else:
blender_tface.uv1 = [0,0]
blender_tface.uv2 = [0,0]
blender_tface.uv3 = [0,0]
mesh.update()
imported.append(meshobj)                        #Add to Imported Objects
for x in range(header.framecount): #Put in Vertex Positions for Keyanimation
print("Frame"+str(x))
for i in range(0,header.vertexcount*3,3):
print(str(i//3)+':\t'+str(data.vertices[x*header.vertexcount*3 + i])+'\t'+
str(data.vertices[x*header.vertexcount*3 + i +1])+'\t'+
str(data.vertices[x*header.vertexcount*3 + i +2]))
mesh.vertices[i//3].co[0]= data.vertices[x*header.vertexcount*3 + i]
mesh.vertices[i//3].co[1]= data.vertices[x*header.vertexcount*3 + i +1]
mesh.vertices[i//3].co[2]= data.vertices[x*header.vertexcount*3 + i +2]
meshobj.keyframe_insert("location",-1, frame=(x+1))
mesh.update()
return
###########################################################################
# Import
###########################################################################
def G3DLoader(filepath):            #Main Import Routine
global imported, sceneID
print ("\nNow Importing File    : " + filepath)
fileID = open(filepath,"rb")
header = G3DHeader(fileID)
print ("\nHeader ID             : " + header.id)
print ("Version               : " + str(header.version))
if header.id != "G3D":
print ("This is Not a G3D Model File")
fileID.close
return
if header.version not in (3, 4):
print ("The Version of this G3D File is not Supported")
fileID.close
return
#in_editmode = Blender.Window.EditMode()             #Must leave Editmode when active
#if in_editmode: Blender.Window.EditMode(0)
sceneID = bpy.context.scene                          #Get active Scene
#scenecontext=sceneID.getRenderingContext()          #To Access the Start/Endframe its so hidden i searched till i got angry :-)
basename=os.path.basename(filepath).split('.')[0]   #Generate the Base Filename without Path + extension
imported = []
maxframe=0
if header.version == 3:
modelheader = G3DModelHeaderv3(fileID)
print ("Number of Meshes      : " + str(modelheader.meshcount))
for x in range(modelheader.meshcount):
meshheader = G3DMeshHeaderv3(fileID)
meshheader.isv4 = False   
print ("\nMesh Number           : " + str(x+1))
print ("framecount            : " + str(meshheader.framecount))
print ("normalframecount      : " + str(meshheader.normalframecount))
print ("texturecoordframecount: " + str(meshheader.texturecoordframecount))
print ("colorframecount       : " + str(meshheader.colorframecount))
print ("pointcount            : " + str(meshheader.vertexcount))
print ("indexcount            : " + str(meshheader.indexcount))
print ("texturename           : " + str(meshheader.texturefilename))
print ("hastexture            : " + str(meshheader.hastexture))
print ("istwosided            : " + str(meshheader.istwosided))
print ("customalpha           : " + str(meshheader.customalpha))
meshheader.meshname = basename+str(x+1)     #Generate Meshname because V3 has none
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
meshdata = G3DMeshdataV3(fileID,meshheader)
createMesh(filepath,meshheader,meshdata)
fileID.close
bpy.context.scene.frame_start=1
bpy.context.scene.frame_end=maxframe
bpy.context.scene.frame_current=1
anchor = bpy.data.objects.new('Empty', None)
anchor.select = True
bpy.context.scene.objects.link(anchor)
for ob in imported:
ob.parent = anchor
bpy.context.scene.update()
return
if header.version == 4:
modelheader = G3DModelHeaderv4(fileID)
print ("Number of Meshes      : " + str(modelheader.meshcount))
for x in range(modelheader.meshcount):
meshheader = G3DMeshHeaderv4(fileID)
meshheader.isv4 = True
print ("\nMesh Number           : " + str(x+1))
print ("meshname              : " + str(meshheader.meshname))
print ("framecount            : " + str(meshheader.framecount))
print ("vertexcount           : " + str(meshheader.vertexcount))
print ("indexcount            : " + str(meshheader.indexcount))
print ("diffusecolor          : %1.6f %1.6f %1.6f" %meshheader.diffusecolor)
print ("specularcolor         : %1.6f %1.6f %1.6f" %meshheader.specularcolor)
print ("specularpower         : %1.6f" %meshheader.specularpower)
print ("opacity               : %1.6f" %meshheader.opacity)
print ("properties            : " + str(meshheader.properties))
print ("textures              : " + str(meshheader.textures))
print ("texturename           : " + str(meshheader.texturefilename))
if len(meshheader.meshname) ==0:    #When no Meshname in File Generate one
meshheader.meshname = basename+str(x+1)
if meshheader.framecount > maxframe: maxframe = meshheader.framecount #Evaluate the maximal animationsteps
meshdata = G3DMeshdataV4(fileID,meshheader)
createMesh(filepath,meshheader,meshdata)
fileID.close

bpy.context.scene.frame_start=1
bpy.context.scene.frame_end=maxframe
bpy.context.scene.frame_current=1
anchor = bpy.data.objects.new('Empty', None)
anchor.select = True
bpy.context.scene.objects.link(anchor)
for ob in imported:
ob.parent = anchor
bpy.context.scene.update()
print ("Created a empty Object as 'Grip' where all imported Objects are parented to")
print ("To move the complete Meshes only select this empty Object and move it")
print ("All Done, have a good Day :-)\n\n")
return

#---=== Register ===
class ImportG3D(bpy.types.Operator, ImportHelper):
'''Load a G3D file'''
bl_idname = "importg3d.g3d"
bl_label = "Import G3D"

filename_ext = ".g3d"
filter_glob = StringProperty(default="*.g3d", options={'HIDDEN'})

def execute(self, context):
try:
G3DLoader(**self.as_keywords(ignore=("filter_glob",)))
except:
import traceback
traceback.print_exc()

return {'CANCELLED'}

return {'FINISHED'}

def menu_func_import(self, context):
self.layout.operator(ImportG3D.bl_idname, text="Glest 3D File (.g3d)")

def register():
bpy.utils.register_module(__name__)

bpy.types.INFO_MT_file_import.append(menu_func_import)

def unregister():
bpy.utils.unregister_module(__name__)

bpy.types.INFO_MT_file_import.remove(menu_func_import)

if __name__ == '__main__':
register()
# main()
« Last Edit: 3 June 2011, 15:04:08 by Omega »

Omega

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Re: I made a new import script for blender 2.57
« Reply #1 on: 3 June 2011, 15:03:53 »
Nice work. No animations kind of makes it useless though. Will you add support for it in the future? You can always paste one page scripts on Pastebin. I also added code tags to your post to make it easier to copy the script.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

softcoder

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Re: I made a new import script for blender 2.57
« Reply #2 on: 3 June 2011, 15:08:46 »
Thanks a lot! I'll see if we can add animation support.

Coldfusionstorm

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Re: I made a new import script for blender 2.57
« Reply #3 on: 24 July 2011, 14:07:30 »
Awesome as someone who is allready addicted to 2.5, i can say this is great!, im going to try it out. :)

allright, i tried it out, the export option for .g3d did not show up in the blender export menu

(NVM that, i use 2.56, il try 2.57 too.)



Alright, i tried 2.56,2.57b and it dindt work

This is the path for the blender and the script is placed inhere.

I made a .txt file filled the text file with your script and called it:g3d.py

D:\Blender\blender-2.57b-windows64\2.57\scripts\addons

But no luck

Edit by Omega: Merged double post, an hour doesn't quite cut it.
« Last Edit: 24 July 2011, 22:21:05 by Omega »
WiP Game developer.
I do danish translations.
"i break stuff"

Loronal

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Re: I made a new import script for blender 2.57
« Reply #4 on: 11 August 2011, 14:08:56 »
Don't you just have to add it, thats what all blender 2.5 scripts are like in my experience.

Yggdrasil

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Re: I made a new import script for blender 2.57
« Reply #5 on: 11 August 2011, 14:37:55 »
allright, i tried it out, the export option for .g3d did not show up in the blender export menu

It's an import script. So i guess it should be in the import menu. Though i haven't tried it myself.

Coldfusionstorm

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Re: I made a new import script for blender 2.57
« Reply #6 on: 12 August 2011, 20:31:40 »
allright, i tried it out, the export option for .g3d did not show up in the blender export menu

It's an import script. So i guess it should be in the import menu. Though i haven't tried it myself.

Yes, sorry for the late reply i fiddled around and noticed that importer was not a spelling mistake, but it really is a IMPORTER.

Sorry, it works perfectly(except for anymations)

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Omega

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Re: I made a new import script for blender 2.57
« Reply #7 on: 13 August 2011, 03:31:04 »
On the bright side, the fact it doesn't support animation isn't such a huge deal because the previous importers didn't either (not in a useable way, at least. The shape keys can't be exported...). It would be pretty cool to export animations, but as G3D doesn't hold bones, I fail to see how that would work. All the more reason to add MD5 support, I would say (which has a huge, huge advantage in the fact that the exporters and importers already exist, not to mention it's better documented than G3D).

I suppose that importing is basically exporting backwards, with some changes, though animations would be a must should anyone make an exporter. As it stands, though, Blender 2.5x is still pretty much useless unless you do the editing and exporting in separate versions, though then there's the issue that if anything goes wrong when modeling, most of the community uses 2.4x, thus giving support to those with 2.5x is harder.
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Re: I made a new import script for blender 2.57
« Reply #8 on: 17 September 2011, 11:47:48 »
mrpostiga fixed the script for 2.58 and i made one other tiny fix, so here's an updated script for blender 2.59:
http://pastebin.com/SDn8NMVt

Sorry it took so long. I almost forgot about it. I still don't have an answer from loveheaven about the license but i'm sure he left it here for us to use.

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Re: I made a new import script for blender 2.57
« Reply #9 on: 9 October 2011, 22:08:47 »
you are so very awesome..  8)

However, it doesn't seem to work all of the time.  For instance when I tried to import a cow, I just got the ears, and when I tried to import some of my own models I had done years ago, it imported some, then some were just objects with no mesh.

I can't find a pastebin for files otherwise I'd post some of the ones that don't work properly so you could check it out.  If you want to get ahold of me privately I can send them to you via email. 

Edit:  I've also noticed that the UV is completely ruined on import. 
« Last Edit: 9 October 2011, 23:44:35 by deathguppie »

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Re: I made a new import script for blender 2.57
« Reply #10 on: 10 October 2011, 05:11:27 »
I can't find a pastebin for files otherwise I'd post some of the ones that don't work properly so you could check it out.  If you want to get ahold of me privately I can send them to you via email.
Just use one of the bajillions of file hosting sites, such as MediaFire. If you need to upload multiple files, compress them as an archive such as with 7-zip and upload that.
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