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Thanks theli! This is really hot stuff, and should be stickied. I really hope you'll get the animations in the exporter soon. Blender is lovely, and as a student you really can't beat the price of free.
I got the python script error though at the first time, said that there is no variable named "glob" at all. I just commented the whole "import glob" line and now it works(?).
Keep up the good work! I'm working on a model that I plan to put in HoN, then make own skills and all. Maybe I should name the hero Theli :P
while i still haven't figured out how to produce/use those direction signs in blender .. i just checked - and kraken in both http://www.heroesofnewerth.com/heroes.php and ingame (gl renderer) have a lighting bug/seam on his stomach
also .. i have no idea for what those ~20 submeshes with mode=2 in kraken's high model are used ... so i have no idea what to do with them and why those are needed
another thing is i have yet to look at lnk3 chunk ( the same kraken's high.model )
i think the next release will be when/if I or someone else figures this out or shares information![]()
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The extra meshes are mistakes of artists when exporting, those will all be removed sooner or later.
lnk3 is an optimized version of lnk2 for faster loading. The max exporter doesn't use this yet, only my own tools. The main differences between lnk2 and lnk3 are it's limited to 4 weights per bone, those weights have to be sorted strongest to weakest, and the weights must be normalized (sum to 1).
The OpenGL renderer doesn't support rendering mirrored normal maps properly yet either, which is why you'd still see a seam on Kraken when using the OpenGL renderer. Support for that will come sometime in the near future as well. The screenshots on the website were taken before mirrored normal map support was finished.
Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
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OMG great news Theli !! GJ w00t
can u winRAR all the models .obj so people can use it on different apps ? i am a maya user![]()
a little progress report
ok, i implemented 'sign' block calculation
( using http://www.terathon.com/code/tangent...andedness' )
not sure if i am doing that right though ... while i get no seam on kraken's stomach .. anyway here are the screenshot of how it looks in direct3d renderer:
Blender export
With 'sign'
Without 'sign'
Original model file
With 'sign'
Without 'sign'
also, played a little with subsurfing model to have higher poly count
(not that i think its needed with hon's camera distance .. just messing around)
(yeah, i broke his weapon .. was lazy to reexport )
another problem i found out with kraken .. somehow i think i'm doing something wrong with importing clips.. as seen on this render of kraken's idle animation in blender (weapon is off) :
http://www.youtube.com/watch?v=b7-cffy_0-c
another one broken animation:
http://www.youtube.com/watch?v=rvLCMX25IV8
anyway, i'm working now on animations and ui for scripts
after that is done i'll release a new version with exporting of animations
Last edited by theli; 02-01-2010 at 05:06 AM.
Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
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Last edited by theli; 01-30-2010 at 04:40 PM.
Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
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0.0 Keep at it man, I'm still waiting, and I'm sure there's quite a few lurkers.
Amazing progress so far too.
Looking back at your last post there theli, I can't help but think that the bump mapping on the "original" file is backwards.
Look at the left side of kraken's body (right side of the picture) on the chest especially; it looks like the barnacle is indented instead of extruded.
Maby you unintentionally fixed a problem that hadn't been reported yet?
well, that is the thing that makes me wonder - cause , as Ikkyo explained, its because of mirrored normal map .. and to fix that the 'sign' chunk is used ... but its not used in OpenGL renderer yet (mac+linux) ...
but with blender's exported tangents it looks ok even without using 'sign' chunk
Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
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sigh
well,with Ikkyo's help i sorted normal-mapping out .. but am now stuck with animations
i just can't seem to get them working properly![]()
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YAY!
animations are now imported properly!
http://www.youtube.com/watch?v=o2oOEUTIZfs
so, i'm starting work on exporting them
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Indeed - even *I* as NoNHoN-Player would donate![]()
Stony
I just realised that I can finally have my Maliken throwing light sabers!
Its just that his ultimate form doesnt like me... The lightsaber just floats there.
I could be doing something wrong too.
Hope you finish this soon.
![]()