Game Development Community

Next Release RC

by James Urquhart · in Artist Corner · 01/27/2005 (2:52 pm) · 11 replies

Hi there,

Here is a new version of the exporter for you guys to try out.
No blinding new dts features have been implemented; however, i took into account some ideas i had, and implemented 2 things:

- Major export output now gets dumped to an easy to read log file (same place as dts, but with .log extension).
- Now uses blender progress bar to show progress in export (for those big models).

Plus of course, i fixed a few of the bugs that have been popping up recently (file header, tube radius, etc).

If anyone has any critical bugs they wish to point out, please do so.

Get the archive here

#1
01/28/2005 (11:16 am)
Great! Thanks for updating this.
Jameson
#2
01/28/2005 (2:19 pm)
Awesome... appreciate all your work James... definately will use this a lot
#3
01/29/2005 (7:46 am)
James,

FYI for RC .87

XP system with Blender 2.36 ( c:\blender ) and Python 2.3 (c:\python23) and my PYTHONPATH set to the locations in the readme. Unpacked the archive to c:\blender\.blender\scripts BAM !!! Torque Exporter in the Blender Export Menu. Very Nice. The example.blend file exported to dts and the warsparrow.blend file exports to dts. Love the status bar in blender !!!

Thank you,

Tom
#4
01/31/2005 (10:47 am)
Hi I've been trying to use your exporter lately - after much cursing and fiddling I got it working :) but there is something odd happening with location movement on bones (rotation seems fine)

basically, the Z and Y axis appear to be mixed up - or is this something I'm doing wrong? So if I want to 'lift' the armature, moving the base bone up moves it to the left for example, so I have to move it left in blender for it to go up in the torque show tool... Is that something I can change somewhere or is it the script?

cheers!

kuba

P.s. Thanks for making it available it is really good!


my bad, i clicked the draw axis button and there was my answer- d'oh!
#5
01/31/2005 (3:26 pm)
If nobody has any more objections, i'll post this on the resource page tomorrow.
#6
01/31/2005 (11:48 pm)
Hello James:

Thanks for the updated exporter and work on this great resource! I've recently started using Blender and cannot thank you enough for this excellent resource.

Patrick
#7
05/14/2005 (6:04 am)
@James: Great work on the exporter, its really appreciated :)
#8
05/15/2005 (4:30 pm)
@James, Great work on the exporter. I'm currently using it on XP and Win98 with Blender 2.36 and it's working fine.

I have also been putting in a lot of hours to try and find the cause of the LOD (in game) problems.
Ben has given some input but I think if you and Ben put your expertise together you may solve the problem quite easily.

See here for details.

I have narrowed the problem area down to void TSShape::initMaterialList()

In the following code
S32 start = subShapeFirstObject[ss];
      S32 end = subShapeNumObjects[ss];
      subShapeFirstTranslucentObject[ss] =  end;
If you set subShapeFirstTranslucentObject[ss] = start+end;, you will get Blender LOD's showing up in game, but that is a bit of a hack, however, I'm hoping the above might be a clue to how to fix the exporter LOD's though. Any ideas anyone?
#9
06/02/2005 (4:18 pm)
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#10
06/03/2005 (6:53 pm)
@ Joseph. Blender exporter and dtssdkplus based exporters like Maya and Milkshape don't seem to require the unmessdts program. I did try using it to fix the Blender LOD's but no joy.

I have stopped looking into it for now. You can find some more info here on what I have and have not tried.

You won't need a 3ds max shape to compare with. You can use Milkshape and make a box and have each LOD use a different color so that it's easy to see the LOD changes to compare Blender and 'other' dts LOD's in the game.

I suspect that the exporter fix should be relatively simple to implement once the problem is fully understood but getting to that level of understanding will require quite a time investment and learning curve.

I would love to see the Blender LOD's working as it is currently the ONLY problem I have experienced with this exporter. For now I am having to do like most others and export from Blender to .obj then import to Milkshape, and re-export again to dts just to get LOD's working in game.

Please keep digging and add any findings to that thread I mentioned as Ben Garney does monitor it and can also be helpful.
#11
06/04/2005 (1:00 pm)
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