Author Topic: Status of Blender Im / Exporter  (Read 12920 times)

seltsamuel

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Status of Blender Im / Exporter
« on: 18 June 2005, 21:21:38 »
Nice GUI 100%
Import Models Format V3 100%
Import Models Format V4 100%
(as far as i can test martin-o plz upload 1 model with animation)
Martin-o read my GCC Thread i ask for Permisson there is it Granted ?
Model Export V3 / V4 maybe 75% fighting with Bugs

But as i see i will finish it soon  :O
Since i started i rewrote maybe 7 Times the Complete Code to get it
well structured and good to understand.

Now a feature request for the Exporter

1. Should he export all Meshes in Scene or only selected ?

2. At the moment you must Convert all Faces to Triangles with Blender functions by yourself but i will start a Script to handle this soon
but is it needed ?

3. Bones are not Supported because Glest not supports em.
they may work for modelling inside Blender but i cannot test because i have no Boned Models anyone there who will send me one ?

4. As i see The V4 format supports only Textured Models so no Vertex colors supported

features that will be supported are:
1. Bitmaptextures (1 per Mesh)
2. Animation (Keyframe, maybe with Bones inside Blender, i work on it)
3. Single or DoubleSided Faces (choose per Mesh, not per Face)
4. Diffuse color of Mesh

Are there any things really urgent needed ? i ask the Artists here ???
I may look to implement this or maybe ask Martin-o to implement this
into V5 later.

Another thing anyone here has a place where i can upload my Screenies and the Script when its finished ?
At the moment i have no Webspace to do that.

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

martiño

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« Reply #1 on: 18 June 2005, 22:02:30 »
We can host the plugin in our website if you send us a package by mail, we will work on siome system to host contributions in a simpler way.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

seltsamuel

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« Reply #2 on: 18 June 2005, 22:12:15 »
ok, thats a word :)

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

josepzin

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« Reply #3 on: 19 June 2005, 08:27:50 »
I think.. can you make public here your advances with the script?

Like Ethernet in this thread (http://www.glest.org/board/viewtopic.ph ... sc&start=0) , he show us the script, and we can tests and feedback you the results.
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
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seltsamuel

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« Reply #4 on: 19 June 2005, 08:41:31 »
If u want i can send you my script this evening as a Zip Package to put it online and link it here (my problem is webspace)

i rip off the export part because its unfinished the rest should work seemless
with V3 and V4

Think the rest of my Script is finished next week

what u think Export all Meshes in Scene or only selected ?

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

josepzin

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« Reply #5 on: 19 June 2005, 09:47:30 »
Quote
what u think Export all Meshes in Scene or only selected ?

I think, if you can make the 2 options it may be better. For example with a checkbox "Export only selected objetcs"

About your problem of webspace, you can get a free host.
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
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MatzeB

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« Reply #6 on: 19 June 2005, 11:25:44 »
Quote from: "martin-o"
We can host the plugin in our website if you send us a package by mail, we will work on siome system to host contributions in a simpler way.

You could simply add him to the sourceforge project and set the "release technician" rights for him.
« Last Edit: 1 January 1970, 00:00:00 by MatzeB »

seltsamuel

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« Reply #7 on: 21 June 2005, 08:28:58 »
Josepzin can u pleas upload my Zipfile ? i want to link it
send it to game at glest.org

thx


Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

josepzin

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« Reply #8 on: 21 June 2005, 08:32:29 »
Are you finished the plugin?
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seltsamuel

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« Reply #9 on: 21 June 2005, 08:35:50 »
please read the thread i postet yesterday evening :wink:

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

josepzin

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« Reply #10 on: 21 June 2005, 09:16:44 »
Ok, ok... :)
If you send at game#glest.org it will be received by Martin-o.
If you can, send it again to josezanni-^-gmail.com
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MatzeB

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« Reply #11 on: 21 June 2005, 11:05:38 »
Hey, if that means that someone could work on the website right away, I'm still hoping for a link to my linux port from the main website. (Linux port is at http://www.stud.uni-karlsruhe.de/~uxsm/glest)
« Last Edit: 1 January 1970, 00:00:00 by MatzeB »

josepzin

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« Reply #12 on: 21 June 2005, 11:18:04 »
OFF-TOPIC...
Matze, sorry by the delay... :) i am modifing the web, in a little more of time it will be finished.
Look, this is a temporary place: www.josezanni.com/glest. Select "Entrar" and then "Descargas". I want to finished the spanish version first of make the english version.
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MatzeB

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« Reply #13 on: 21 June 2005, 13:07:15 »
Quote from: "josepzin"
OFF-TOPIC...
Matze, sorry by the delay... :) i am modifing the web, in a little more of time it will be finished.
Look, this is a temporary place: www.josezanni.com/glest. Select "Entrar" and then "Descargas". I want to finished the spanish version first of make the english version.

Ok, looks good. A small note though: The linux package should run on all linux distributions not just on debian, gentoo and SuSE. lifl.org is hosting a generic installer that should work everywhere.
« Last Edit: 1 January 1970, 00:00:00 by MatzeB »

seltsamuel

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« Reply #14 on: 21 June 2005, 13:41:58 »
sent it again to your adress josepzin

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

josepzin

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« Reply #15 on: 21 June 2005, 14:17:58 »
Ok, this night i will test it!
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josepzin

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« Reply #16 on: 21 June 2005, 21:32:59 »
Quote from: "Anonymous"
Is it possible to enable private Messages for active Developers

I dont know...  :?:

2-I try to export, but the .G3D file is not generated in the hardisk, may be a error of me.. My Blender knowledge is low.. very low...  (equal to my english... jeje)

Tomorrow i will try again.
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martiño

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« Reply #17 on: 21 June 2005, 23:18:27 »
Quote
Is it possible to enable private Messages for active Developers ?
would make offtopics useless Very Happy


What do you mean? you can mail us to game 'at' glest.org.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

seltsamuel

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« Reply #18 on: 22 June 2005, 08:48:06 »
hi,

with the personal messages i mean
the function in the header of the board, so that when someone is ON i not need to write a new thread and wait that he sees it.
So i can reach him IMMEDIATELY and can discuss things not worth spamming the board with.

I see the threads growing verry fast without this. That must not be.

The other Thing is the Reactiontime is verry low the way it goes now. As Example i posted my script 2 days ago and ther is still no Link and no Upload at the moment ? I thought i should post my Progress ?

To Josepzin: there is NO Exporter inside as i wrote many times im working on it.

The Rotation i think is no Problem i can include it if its really necessary ?? U can rotate the Models with one click in Blender so why should i do? At the Moment i import 1:1 and export 1:1
the version i send has NO EXPORTER inside because i not want to publish buggy Code.

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

josepzin

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« Reply #19 on: 22 June 2005, 10:58:44 »
Quote from: "seltsamuel"
hi, with the personal messages i mean
the function in the header of the board, so that when someone is ON i not need to write a new thread and wait that he sees it.
So i can reach him IMMEDIATELY and can discuss things not worth spamming the board with.
I see the threads growing verry fast without this. That must not be.
Yes, may be. (what do you think Martin-o?)

Quote from: "seltsamuel"
The other Thing is the Reactiontime is verry low the way it goes now. As Example i posted my script 2 days ago and ther is still no Link and no Upload at the moment ? I thought i should post my Progress ?
Hey! you are very impacient! :) I will put the link in 2 hours +/-.

Quote from: "seltsamuel"
To Josepzin: there is NO Exporter inside as i wrote many times im working on it.
Ok, this is my fault.

Quote from: "seltsamuel"
The Rotation i think is no Problem i can include it if its really necessary ?? U can rotate the Models with one click in Blender so why should i do?
Yes, but the model has many sub objects, i think si not very good work with the model in "horizontal" position. Or rotating and un-rotating every time i must import/export.
If you make this automatic, i think is better.

Quote from: "seltsamuel"
At the Moment i import 1:1 and export 1:1
the version i send has NO EXPORTER inside because i not want to publish buggy Code.Seltsamuel

Ok, perfect.
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seltsamuel

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« Reply #20 on: 22 June 2005, 13:22:48 »
Hi,

the next version will have automatic Rotation,
i thought its not necessary because i built in the "empty" as feature
so u need only to select this empty and rotate it.
All imported Meshes will follow him, because my Script made this empty the Parent of the Models Meshes.

Sorry i not want to look imatient :) .

Its nice from you to first test it. But more People testing it will give
faster occuring Bugs that may be inside.

The Reason is i want to finish the Script (Including hunting maybe existing Bugs) really fast, because it already took much more Time to do it than suggested. I have some Important Work to do for my Firm (As i said i work as a Programmer for a Business Software). They already wonder why i need more Time as always :O .

After finishing the Script i need some time for other Projects but will try to continue Support for Glest too, because i think i can Help AND learn much for myself too.

By the way martin-o, did u check the links to the Network Framework
and the Pathfinding Lib i Posted some days ago ? I think they will be of Help for Multiplayer and better AI.

Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

josepzin

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« Reply #21 on: 22 June 2005, 14:02:08 »
Look Impatient, look ;) http://www.glest.org/files/additional/tools/
This nigth i will test it again.

When you have a actualization, send it to me.
« Last Edit: 1 January 1970, 00:00:00 by josepzin »
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seltsamuel

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Questions to Glest Team
« Reply #22 on: 25 June 2005, 15:48:27 »
Hi,

i have some Questions for my Exporter.

Because Blender Supports many Features the Glest Engine not supports i have to validate many things before i export a mesh.
so my Questions:

Is there a Reason to Export a not Textured Mesh ? (like 1 mesh in Farm.G3D) and when why ?

Is there a Reason not to combine different Meshes using the same Texture into 1 mesh for Export ? (think the performance will get better or not ?) maybe with a switch to do so or not ?

Actually im searching for a way to set switches only existing in Glest for Meshes in Blender (Use Alpha for Custom Color as Example).
How do you solve this in 3D Studio MAX ?

Then a Question for the UV Coordinates Blender Supports Per Vertex Coordinates (Sticky) and Per Face Coordinates. In the Importer i put the G3D Coordinates into both and it seems to do no harm, but what type is yours ? (I Think the Per Face or not ?) and what is the difference ? (Maybe MatzeB do you Know it ?)

Another one im wondering about is that when i import V3 Models
i look into their Face, but if i import the V4 Swordman i see his Side.
The Function giving the Model Data into Blender is the SAME so
martin-o did u change the XYZ format for V4 or is there a Bug in your  Exporter ?

Thats all for now, but i think there will come more Questions.
Thanks in advance for the Answers.


Seltsamuel
« Last Edit: 1 January 1970, 00:00:00 by seltsamuel »

enveloop

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« Reply #23 on: 26 June 2005, 15:30:28 »
martin-o came visit us for a week and he´s flying back to london now -he´ll probably won´t answer for a few days  :(
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

MatzeB

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Re: Questions to Glest Team
« Reply #24 on: 26 June 2005, 22:04:10 »
Quote from: "seltsamuel"
Hi,

i have some Questions for my Exporter.

Because Blender Supports many Features the Glest Engine not supports i have to validate many things before i export a mesh.
so my Questions:

Is there a Reason to Export a not Textured Mesh ? (like 1 mesh in Farm.G3D) and when why ?
Maybe the artist was too lazy to create a texture when it just needed a color anyway...

Quote
Is there a Reason not to combine different Meshes using the same Texture into 1 mesh for Export ? (think the performance will get better or not ?) maybe with a switch to do so or not ?
Well I doubt you'll really notice the speed differences, so it's probably not worth bothering with this, though it won't hurt too...

Quote
Actually im searching for a way to set switches only existing in Glest for Meshes in Blender (Use Alpha for Custom Color as Example).
How do you solve this in 3D Studio MAX ?
No idea about 3dsmax, in blender you can attach arbitrary properties to meshes (this game property stuff) I used that heavily in the blend2cs converted, you can probably do similar things here.

Quote
Then a Question for the UV Coordinates Blender Supports Per Vertex Coordinates (Sticky) and Per Face Coordinates. In the Importer i put the G3D Coordinates into both and it seems to do no harm, but what type is yours ? (I Think the Per Face or not ?) and what is the difference ? (Maybe MatzeB do you Know it ?)

Sorry no idea what the difference is.
« Last Edit: 1 January 1970, 00:00:00 by MatzeB »

 

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