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Thread: Blender Model import/export scripts

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  1. #41
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    Quote Originally Posted by DarkDefender View Post
    If the model is imported you with uv maps
    it is
    so, in that video only part from adding new texture (since empty material is already created) and till the loading from file is relevant
    Last edited by theli; 01-19-2010 at 01:36 PM.

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  2. #42
    Quote Originally Posted by Dub View Post
    I'm pretty sure that s2 doesn't want their models imported. That's why they only gave us the exporter. If they did want their models imported, they would have included an importer.

    That being said, their model formats look just like an encrypted .fbx file with a couple rearrangements.
    You don't need an importer to take models from a (any) game. All you need is something that will will analyze the gpu's buffer and rip it from there.

    @OP
    nice work and keep it up. Finally a proper way of looking at S2's rig/animations.


  3. #43
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    lol, i just found out that http://omploader.org/ now has
    forums\.heroesofnewerth\.com
    in their banned list so thats why some people got that nasty picture

    from omploader's faq (http://omploader.org/about.html) :
    Q: Why is it when I use omploader as a free image hosting service I get a nasty image?
    A: Omploader will remain free as in FREEDOM, for as long as possible. However, we don't appreciate when people use omploader on their high traffic sites instead of using their own damn servers (especially if they have ads on their site). Here is what our rewrite list looks like. Also, if we just plain don't like your site's content we may add your site to the rewrite list. As of May/2009, google ads were added to deal with growing bandwidth and server costs.
    and here is their banned rewrite rule: http://omploader.org/rewrites.txt

    so i'll just use some other filehosting now

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  4. #44
    thanks, i apologize for the mistake.

  5. #45
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    i updated link to importer
    also, i started to work on exporter and hope to have first working release 'soon'

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  6. #46
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    I get a console error trying to use your script; "struct.error: unpack requires a string argument of length 0"
    last 3 calls; 279, 197,488

    Ideas? when trying to open "resources0(Version 0.1.65)\heroes\behemoth\high.model

  7. #47
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    oops, broken version uploaded, lol
    updated link

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  8. #48
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    *checks new link*

    *is very happy*
    Last edited by gahd_damn; 01-21-2010 at 10:02 AM.

  9. #49
    I hope you consider making an exporter/importer for Max 2010

  10. #50
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    Quote Originally Posted by Aleste View Post
    I hope you consider making an exporter/importer for Max 2010
    no way, sorry (well, unless someone pays me for that :P )

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  11. #51
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    i finished first exporter version and changed link in op .. its now a link to both scripts zipped
    exporter won't export animations yet

    here is the example result:
    here, i added 3 bones to savage 2 scout's model so that hon's state effects can be seen (here he is under effect of blood craze)

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  12. #52
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    added support for savage1 models to importer


    savage 1 predator in hon .. with animations of hon's predator
    Last edited by theli; 01-22-2010 at 11:07 AM.

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  13. #53
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    oldschool ftw :

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  14. #54
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    Nice Theli!
    Quote Originally Posted by IRC
    20:11:48 | Sephinator: I got a small window.
    20:11:53 | Sephinator: I hate clouds.
    20:13:59 | SoundWizard: I hate sephiroth wannabes
    20:14:35 | @Warchamp7: i c wut u did
    Current Project: HoW40K - UI/FX Coder

  15. #55
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    Your exporter looks pretty good overall. You're missing the "sign" block though, which controls the direction mirrored normal maps are pointing.

    It's a byte array indicting the whether or not the sign of the area of a triangle face in texture space is positive or negative. This is per vertex, vertices that border faces of opposite signs need to be duplicated to avoid normal mapping seams.

    See Kraken's stomach for an obvious example.

  16. #56
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    *I am drooling*

    *hope you make this official*

    stickie?
    Last edited by gahd_damn; 01-23-2010 at 09:52 AM.

  17. #57
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    Quote Originally Posted by theli View Post
    added support for savage1 models to importer


    savage 1 predator in hon .. with animations of hon's predator
    I want my sav1 Predieee D:
    Map of Newerth:
    http://forums.heroesofnewerth.com/showthread.php?415557

    Alt suggestion - Steampunk Balphagore:
    http://forums.heroesofnewerth.com/showthread.php?t=387053

    Modifications - Hats and junk :
    http://forums.heroesofnewerth.com/showthread.php?t=393977

  18. #58
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    Quote Originally Posted by theli View Post
    oldschool ftw :
    Where are the tree files located? I was looking for them for like 2 hours one day before giving up, just couldn't find the right files for them.

    Great work on the mod btw!

  19. #59
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    Quote Originally Posted by twincannon View Post
    Where are the tree files located? I was looking for them for like 2 hours one day before giving up, just couldn't find the right files for them.

    Great work on the mod btw!
    \world\props\trees

  20. #60
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    Quote Originally Posted by S2Ikkyo View Post
    Your exporter looks pretty good overall. You're missing the "sign" block though, which controls the direction mirrored normal maps are pointing.

    It's a byte array indicting the whether or not the sign of the area of a triangle face in texture space is positive or negative. This is per vertex, vertices that border faces of opposite signs need to be duplicated to avoid normal mapping seams.

    See Kraken's stomach for an obvious example.
    oh, thank you ... i'll try to iplrmrnt that 'sign' stuff with blender

    i think the only chunk i havent touched yet is the 'surf' one

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