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by Redacted · in Artist Corner · 01/17/2006 (7:14 am) · 64 replies

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  • #41
    01/23/2006 (9:35 am)
    Sent it. its a 3.37a figure thats got all animations working.
    I also included:
    2.37a save file
    2.40 save file
    mesh skin
    exported .dts
    exported .dsq sequences
    you should be able to view the issues im seeing in the
    Show Tool Pro viewer.
    #42
    01/23/2006 (11:03 am)
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    #43
    01/23/2006 (12:42 pm)
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    #44
    01/24/2006 (3:22 pm)
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    #45
    01/24/2006 (7:48 pm)
    The basics seem to work fine, but some of the extras have problems.

    - Sequence priority GUI problem:
    Each sequence priority exports correctly, but the GUI display doesn't reflect the individual values set; it only shows the latest value. Basically, if I set "sequenceA" to 1 and then "sequenceB" to 2, clicking back on "sequenceA" incorrectly shows its priority as 2, even though it is internally 1. Hitting the "refresh" button doesn't do anything about this, either. This also means that if I reload a *.blend after setting sequence priorities, the exporter will list all their priorities as 0, even though they aren't.
    ---

    - Shape script export creates incorrect pathnames:
    Given Blendfile.blend, in directory c:\Directory, with sequences seq0, seq1, and seq2, I get this shape script:
    datablock TSShapeConstructor(seq_basicDts)
    {
       baseShape = "./c:\DirectoryBlendfile.dts";
       sequence0 = "./c:\Directory_seq0.dsq seq0";
       sequence1 = "./c:\Directory_seq1.dsq seq1";
       sequence2 = "./c:\Directory_seq2.dsq seq2";
    }
    For some reason the directory's path is missing a trailing slash or having it replaced with an underscore. However, I figure this really isn't a major problem since most people will just manually write their own shape script.
    ---

    - Crash on billboard export:
    The exporter crashes whenever Billboard is enabled. Console log as follows:
    Writing out DTS...
    Error: Exception encountered, bailing out.
    exceptions.Exception
    Dumping output to console
    Traceback (most recent call last):
      File "C:\Program Files\Blender Foundation\blender-2.40-windows\.blender\script
    s\Common_Gui.py", line 908, in button_event
        c.onAction(evt, curMousePos, -1)
      File "C:\Program Files\Blender Foundation\blender-2.40-windows\.blender\script
    s\Common_Gui.py", line 348, in onAction
        control.onAction(evt, newpos, value)
      File "C:\Program Files\Blender Foundation\blender-2.40-windows\.blender\script
    s\Common_Gui.py", line 133, in onAction
        if self.callback: self.callback(self)
      File "<string>", line 967, in guiBaseCallback
      File "<string>", line 772, in export
      File "<string>", line 461, in process
      File "<string>", line 691, in process
      File "C:\Program Files\Blender Foundation\blender-2.40-windows\.blender\script
    s\DTSPython\Dts_Shape.py", line 767, in write
        dstream.writeDetailLevel(cnt)
      File "C:\Program Files\Blender Foundation\blender-2.40-windows\.blender\script
    s\DTSPython\Dts_Stream.py", line 433, in writeDetailLevel
        self.writes32(value.objectDetail)
      File "C:\Program Files\Blender Foundation\blender-2.40-windows\.blender\script
    s\DTSPython\Dts_Stream.py", line 206, in writes32
        self.write32(value)
      File "C:\Program Files\Blender Foundation\blender-2.40-windows\.blender\script
    s\DTSPython\Dts_Stream.py", line 174, in write32
        def write32(self, value): self.buffer32.append(value)
    OverflowError: long int too large to convert to int
    ---

    I haven't tested triangle stripping, cluster mesh, TSE materials, and Dts v25, mainly because I'm not exactly sure what counts as "correct" output for those.
    #46
    01/24/2006 (8:35 pm)
    Hey, Joseph. Excellent work on the exporter. Your efforts and all others that contribute are greatly appreciated. I have a few questions. 1. Will there be any docs/tuts on the exporters usage. I understand most features, but not all. 2. I don't code any python, so I have no idea if it's difficult/possible; however, will there eventually be expanded support for material settings. For example, I think it would be cool if the emit material setting could be used to lessen/increase the amount of light the texture emits in the torque engine. Right now if the value is greater than 0.0 the material is marked as self illuminating; however, it seems this value is static and cannot be adjusted? For example, if you wanted to make your object pulsate/glow you could animate the materials emit value. Explicit support for most material settings would be great. 3. If I mark any material as translucent and adjust the alpha value it doesn't seem to render properly in torque. Is this a sorting issue? For example, if I wanted the appearance of stained glass I would like to enable transparency by marking alpha in the mapto options and by controlling the alpha value lessen/increase the amount of transparency. Right now this does not seem to work for me.
    #47
    01/25/2006 (4:15 am)
    @Joseph: Great work on the new exporter, I love the new settings for the actions.

    I'm having some problems though.. I opened my player model and fixed all the blend animations and the reference frames etc. When I hit export all the animations seems to export but the "players.dts" comes out at 0Kb.. I figured this is due to some error in my setup so I played around a little, reading the read me etc. As I still couldn't make it work and the exports took a lot of time I set so that no actions where exported to save some time. Now the player.dts suddenly comes out at around 70kb which seems about right, only problem is that as soon as I toggle the actions back on the .dts once again come out at 0kb.. Any ideas on what I'm doing wrong?
    #48
    01/25/2006 (6:13 am)
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    #49
    01/25/2006 (7:26 am)
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    #50
    01/25/2006 (8:11 am)
    @Joseph: Sent you an e-mail with the .blend :]
    #51
    01/25/2006 (8:33 am)
    Joseph, the good people at Blender have just released 2.41; which includes changes to the Python API set (and some cool new mesh deformation tools). Should we upgrade? Frankly, I think that you deserve a break! If 2.41 messes up anything in regards to your work, please feel free to tell us all to stick with 2.40.
    #52
    01/25/2006 (10:05 am)
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    #53
    01/25/2006 (10:21 am)
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    #54
    01/25/2006 (11:58 am)
    @Joseph: I've made several working player models before and I even made resource on making a player model in blender recently so the animations not playing really confused me as I'm used to setting up the player.cs. But I did as you suggested and looked closely at some of my old scripts and I found the problem! :) In the old exporter the .cs script comes out with a "};" at the very end, in the new version it's only a "}" and for some reason it works as soon as I add the little ";" and save. Don't ask me why though, I'm not a programmer :S

    Hope this helps :)

    Edit: I need to stop using my bros account :/ Oh and the old version of the player model seems to have been fubar'd by some really messy animation combined with the change from blender 2.36 to 2.4 so you needn't worry about that :]
    #55
    01/25/2006 (12:06 pm)
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    #56
    01/25/2006 (12:08 pm)
    @Joseph: No problem, I love the new exporter! :D

    //Jan-Ove
    #57
    01/25/2006 (12:12 pm)
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    #58
    01/25/2006 (4:04 pm)
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    #59
    01/25/2006 (5:11 pm)
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    #60
    01/26/2006 (9:10 am)
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