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Thread: Blender import / export plugins

  1. #11
    I can get the scripts to show in the addons (this is with the zipped x32 2.53) but when trying to import/export, they are not accessible. They do show up as "enabled" though in the addons screen.



    The DOS window suggests there's at least one error that looks consistent:
    AttributeError: 'NoneType' object has no attribute 'filepath'

  2. #12
    v 0.2:
    * Fixed bug with invalid uv on export
    * Fixed bug with no uv on import

    Links the same (First post)

    ---------- Post added at 03:49 PM ---------- Previous post was at 03:02 PM ----------

    TRexian, try trunk build (http://forums.bistudio.com/showpost....68&postcount=7)

  3. #13
    Bingo! Alpha builds FTW! Tested the import and seems to work well!

    And... wow... UV mapping from .p3d to Blender appears saved, too.

    Out-f'n-standing so far. Will need to wait and test the .blend -> .p3d workflow, but this is... REALLY exciting....

  4. #14
    Thanks Leopotam, but seems I still cant find any references to mapped texture files, or get any of the views or renders to show textures. Again, could be just me, new to Blender.

    My models arent mapped with O2's UV map. I just "flat" map my models. I dont know if that makes a difference.

  5. #15
    Gnat-

    I'm working up a quick how-to on this (since I wanted to know myself, too). Will have pics, but here's what I think you need to do:
    - split the main screen into to parts, by grabbing the little diagonal bit in the upper right hand corner
    - on the right side, in the lower left of the pane, there will be a button tha tpulls up all sorts of views, select the UV/Image Editor
    - you should see UV mapping projected onto an empty space basically (first right click object on left side, then go to editor mode instead of object mode)
    - in that right side pane, there is a button for Image, hit that and navigate to where the texture is
    ---- keep in mind, I don't think Blender recognizes paa, so I used png, but I think tga will also work
    ---- the texture should show up in that pane
    - at the bottom left, there should be a button to change the bottom pane, select Properties
    - more buttons should appear alongside, including a red/white checked one for Texture, hit that
    - You should be able to select Type -> Image or Movie and from there navigate to the texture you selected above
    - Then, up in the center pane, on the right next to the Object Mode button, there should be button that lets you select Textured/Solid/Wireframe/etc. Select Textured.

    That should make the textured model show up in the main pane. It sounds more complicated than it really is. Like I said, I'll try to post some pics. Oh, and this is for importing a p3d into Blender. Haven't tested exporting to p3d yet.

    Also - I guess this is a request - is there some way to hard-set the path to the texture? For instance, I typically dev in a folder different than the one I make into the pbo. I use the O2 mass texture rename tool when I'm done to set the pboprefix path that will be used in the final build. I'd like that same ability - to type in/navigate to the path where the folder will be, using a relative path, if that makes sense.

    Thanks!

    Edit:
    Ok, it is actually a bit easier than I first described.

    Open Blender and delete the box (that's kinda an old-school Blender thing):


    Import your p3d, in this case, a desk that I made.


    Split the pane into 2, with that little diagonal corner thingie:



    Until it looks something like this:


    (Split into 2 posts.)
    Last edited by TRexian; Aug 17 2010 at 17:32.

  6. #16
    (continued from previous)

    Change the right side to the UV/Image editor:


    Select the object on the left side by right clicking (it should turn orange):


    Change to edit mode:


    Load the texture in the Image button:




    (still too many)

  7. #17
    (and finally...)


    Then select to view the Textured mode:


    Hope that helps. I'm still learning stuff about 2.53 - it is quite a departure from the previous versions.

    And some smilies because I have some extra img tags to use up for this post.


  8. #18
    Quote Originally Posted by [APS]Gnat View Post
    I still cant find any references to mapped texture files
    I dont want to export material textures, because no importer in O2 for them (Or I dont know about it).

    UPD: reuploaded exporter - forgot remove debug testing
    Last edited by Leopotam; Aug 18 2010 at 06:53.

  9. #19
    Exporter v0.3:
    * Export material name (or 'EmptyMaterial' if not set)
    * Export texture name for faces (or 'EmptyTexture' if not set). For example, texture from uv editor, saved or not.
    Same link in first post.
    Last edited by Leopotam; Aug 17 2010 at 20:17.

  10. #20
    Excellent! Thanks!

    Was playing with this more, and found that in the object properties, there is the ability to set LOD distance? Does that work? And, can you explain how to achieve the named selections, also? So, for instance, if I created a fireGeometry in Blender, how to make that export, or is that possible?

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