...
by Redacted · in Artist Corner · 02/04/2007 (4:37 pm) · 100 replies
...
#42
Will this be optional? Please say yes :P
02/16/2007 (4:50 am)
Quote:
...and inject some exec() calls into the appropriate .cs file(s).
Will this be optional? Please say yes :P
#43
02/16/2007 (5:17 am)
...
#44
You might be able to accomplish something close to what you want by starting blender, then invoking the DTS Exporter and setting up the path. Exit the exporter and then save your user defaults (CTRL-U). Since the exporter saves its configuration in a text file within the .blend file, all your new .blend files (created from an empty/new session) will then have that configuration file in it by default.
@Joseph: I assume tabs aren't currently supported by the UI code being used by the exporter ? If they aren't, why not just replace the current buttons with toggle buttons and use them as tabs ? It'd save a lot of work and effectively would be the same funcitonality. At some later point, new rendering code for the buttons could be written and/or proper tabs could be implemented.
Secondly, if you're going to address editing the appropriate .cs files, why not also add buttons to launch TGE and/or STP ? Blender2Crystal did that and I found it convenient.
Thirdly, sorry can't help myself, :-), maybe have a .cs file owned by the exporter, meaning it can edit it more or less as it sees fit. Then either have the user insert the exec() for that .cs file by hand or maybe by choice with an automated process invoked by a button. This would be safer, especially if done by hand, and probably easier to maintain.
02/16/2007 (11:48 am)
@Pho: Quote:If you're taking suggestions, one thing I'd like to see is some sort of way to setup a default folder to export everything into, so that if I were to make a new model, and export to dts, my custom default folder would show up first instead...
You might be able to accomplish something close to what you want by starting blender, then invoking the DTS Exporter and setting up the path. Exit the exporter and then save your user defaults (CTRL-U). Since the exporter saves its configuration in a text file within the .blend file, all your new .blend files (created from an empty/new session) will then have that configuration file in it by default.
@Joseph: I assume tabs aren't currently supported by the UI code being used by the exporter ? If they aren't, why not just replace the current buttons with toggle buttons and use them as tabs ? It'd save a lot of work and effectively would be the same funcitonality. At some later point, new rendering code for the buttons could be written and/or proper tabs could be implemented.
Secondly, if you're going to address editing the appropriate .cs files, why not also add buttons to launch TGE and/or STP ? Blender2Crystal did that and I found it convenient.
Thirdly, sorry can't help myself, :-), maybe have a .cs file owned by the exporter, meaning it can edit it more or less as it sees fit. Then either have the user insert the exec() for that .cs file by hand or maybe by choice with an automated process invoked by a button. This would be safer, especially if done by hand, and probably easier to maintain.
#45
02/16/2007 (1:26 pm)
...
#46
02/16/2007 (2:06 pm)
@Joseph - the reason I object is because all of those scripts are automatically executed using a findfirst, etc with a wildcard, so I don't need the exec()'s.
#47
02/16/2007 (2:53 pm)
...
#48
02/25/2007 (5:30 pm)
...
#50
02/27/2007 (4:08 pm)
...
#51
02/27/2007 (5:14 pm)
I use a custom theme and it looks great. I use Windows though so that may not be directed at users such as myself. And thanks a bunch for the select button fix. It works great also. The log file doesn't export to the folder I choose but that's a small, small thing to me.
#52
02/28/2007 (9:42 am)
...
#53
looked up awesome in the dictionary:
Dang it, GG forums do NOT like funky characters.
This is what it supposed to say the first time...
03/01/2007 (3:44 pm)
Lets begin...again...looked up awesome in the dictionary:
Quote:
awe-some
adj.
1. Inspiring awe: an awesome thunderstorm.
2. Expressing awe: stood in awesome silence before the ancient ruins.
3. Slang. Remarkable; outstanding: "a totally awesome arcade game" (Los Angeles Times).
4. See: Joseph Greenawalt
Dang it, GG forums do NOT like funky characters.
This is what it supposed to say the first time...
#54
P.S. Joseph - That assistance you gave on the zombie animation file was amazing. It blows my mind when people go waaayy above and beyond to help people. Kudos. :D
EDIT: Just remembered. I can't seem to get custom bounding boxes to work either. My bounds box show as being exported in the log file but the custom bounds box doesn't seem to show in ShowToolPro. I see bounding boxes but not the ones I make. I'm not convinced it's an exporter issue though. I'm more convinced it's me not knowing how to view that the custom bounds box is there. Any ideas or tips?
2nd EDIT: I got the VTK stripper working and I don't recieve these lighting artifacts when using it. :)
03/02/2007 (6:31 pm)
As you asked about issues with the new exporter in this thread I suppose I'll put this finding here though I can't say if it's a new issue or not. When tristripping my models with the QAD stripper my models look fine until they're put under a Green SgLight object. Then they get strange artifacts like this: i136.photobucket.com/albums/q175/legendbucket/Technical/GreenSgLight.jpg. I haven't tested with every light possible but I did find that if I use either the triangles or triange list option then I don't get this issue. I'm not sure which renders the most efficient, fps wise, but I was always under the impression that it was tripstripping, trilists, and seperate triangles in that order, for efficiency, with tristripping being the most efficient. I'm currently trying to get the VTK stripper to work and have modified the DTS_Stripper.py to use it but it's not working. I'm guessing I didnt' match up the VTK and the Python versions properly.P.S. Joseph - That assistance you gave on the zombie animation file was amazing. It blows my mind when people go waaayy above and beyond to help people. Kudos. :D
EDIT: Just remembered. I can't seem to get custom bounding boxes to work either. My bounds box show as being exported in the log file but the custom bounds box doesn't seem to show in ShowToolPro. I see bounding boxes but not the ones I make. I'm not convinced it's an exporter issue though. I'm more convinced it's me not knowing how to view that the custom bounds box is there. Any ideas or tips?
2nd EDIT: I got the VTK stripper working and I don't recieve these lighting artifacts when using it. :)
#55
03/02/2007 (10:53 pm)
...
#56
04/29/2007 (6:48 pm)
...
#57
Having to set a uv texture material in the uv panel and then re-assigning the same image in the material panel was/is a bit lame on Blenders part, I guess they have a clever reason for that though.
Also, not all of Blenders material magic was used by the exporter so it makes better sense to place those exporter options (used by the exporter) on the exporter panel which will simplify things for those not familiar with all of Blender's material tweaks.
04/29/2007 (7:23 pm)
I'm busy with an engine mod so I won't be able to test exporting for a while, but I like the material panel. Having to set a uv texture material in the uv panel and then re-assigning the same image in the material panel was/is a bit lame on Blenders part, I guess they have a clever reason for that though.
Also, not all of Blenders material magic was used by the exporter so it makes better sense to place those exporter options (used by the exporter) on the exporter panel which will simplify things for those not familiar with all of Blender's material tweaks.
#58
05/03/2007 (7:02 am)
Sweet.. excited for IFL's
#59
With Environment mapping 'on' (no environment map texture) the character just showed up as shiny grey in TGE. I thought the Environment map was overlaid on top of the base texture but it appears thats not the case.
05/03/2007 (6:35 pm)
I did an export of my test character. All went OK, after I turned off Environment mapping, which was on for some reason.With Environment mapping 'on' (no environment map texture) the character just showed up as shiny grey in TGE. I thought the Environment map was overlaid on top of the base texture but it appears thats not the case.
#60
05/03/2007 (6:46 pm)
...
Torque Owner Redacted