Raydium 3D Game Engine

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PostPosted: Fri Jul 08, 2011 5:23 am 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

New Blender version is almost stable now (working on 2.58).

Here is a new version of raydium import / export script.

-Support quite all blenders objects and even text,nurbs (automatic convert them to mesh of course)
-save a scene the right way (you get in raydium what you see in blender !, no matter of object origin, size, location rotation !!)
-option to save each element in separate files
-non destructive for original scene
-automatic face to triangle convert
-create tga file (but does not resize to npot)
-quite fast
-import automatic mesh cleanup (remove doubles, and quad faces)
-support import/export of smooth/flat faces

Please test it. If errors occurs, post blend file and console log.

Have a nice day.
Ouille.


Attachments:
File comment: unzip and place file in xxx\2.58\scripts\startup
tri_import_export.7z [4.31 KiB]
Downloaded 1658 times
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PostPosted: Thu Oct 13, 2011 10:55 am 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
New version for 2.59 version (quaternion operation order matters).


Attachments:
File comment: slightly modified version.
tri_import_export.zip [4.51 KiB]
Downloaded 1598 times
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PostPosted: Sun Nov 06, 2011 2:48 pm 
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Joined: Sun Mar 16, 2003 2:53 am
Posts: 2593
Location: gnniiiii (Scrat)
Just to make things more complicated, I was trying to use the latest script with the latest Blender version out there, 2.60, and I've encountered the following issues:

- there's some debug things at the end of __main__ that were leading to error for me (but perhaps I'm not using the script properly)
- things seems to have changed (again ...) in the way Blender is dealing with textures, I'm getting "'MeshTextureFace' object has no attribute 'use_image'" on lone 117
- same story for "use_object_color"

(Found reference for this in the 2.60 changelog)

I'm searching if any replacement is available.

This new script looks amazing, by the way ! ;)


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PostPosted: Sun Nov 06, 2011 10:09 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

Yes the script is really amazing and fast :D

But thank's for the link blender has changed python api :evil: .

Here is a new script
Attachment:
File comment: Copy the python script in C:\Program Files\Blender Foundation\Blender\2.60\scripts\startup
tri_import_export_260.7z [4.44 KiB]
Downloaded 1601 times
tested :wink: with some sample and cocorobix successfully.

Texture encoding/decoding is a nightmare :twisted: with ';' and '|' separators and u,v specified or not ...
Is there a good way to handle texture (in multi texturing 'mode') where no uv are specified :?: , i just stick to raydium awfull magic :shock: -9999 :shock: value. But blender render is no more usable :roll: .
I need uv coordinate for each texture. Anyway this was a bug :? in the previous version, it is now corrected.

Test script and report bugs if any.

Have a nice day.
Ouille


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PostPosted: Tue Nov 08, 2011 9:26 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

New version of the script.

Attachment:
File comment: File comment: Copy the python script in C:\Program Files\Blender Foundation\Blender\2.60\scripts\startup (windows)
tri_import_export_260.7z [4.57 KiB]
Downloaded 1580 times


Small update for multi texturing with uv coordinates inherited from first texture (import and export correctly).

Waiting for some deeper tests and this script will become the official one !

Have a nice day.

Ouille


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PostPosted: Wed Nov 09, 2011 2:07 pm 
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Joined: Sat Nov 22, 2008 6:33 am
Posts: 68
Splendid sir, I've been waiting for this.


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PostPosted: Wed Nov 09, 2011 2:17 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Thank's

Did you have time to test it ?

No bug ?

Have a nice day.
Ouille


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PostPosted: Thu Nov 10, 2011 4:40 am 
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Joined: Sat Nov 22, 2008 6:33 am
Posts: 68
No Bugs. Working good on 2.60. I've been looking for this. I created an LWO parser when I thought you did not created this, but it is slow, very slow, the vertetices is fewer, and the file is smaller, but it used indices which is not effecient on my machine. So I need to stick with raydium Format. Thanks ;D

Anyway I compiled a tiny and good TGA DLL. Maybe you'll interested.

Original Author is here http://www.cs.wisc.edu/graphics/Gallery ... libtarga.c
I'only make a few adjustment based on his code.


Attachments:
LIBTGA.zip [14.81 KiB]
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PostPosted: Wed Nov 23, 2011 10:05 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

New version again ...

Attachment:
File comment: File comment: Copy the python script in C:\Program Files\Blender Foundation\Blender\2.60\scripts\startup (windows)
tri_import_export_260.7z [5.21 KiB]
Downloaded 1626 times



This time the script can read and write even format 0 of tri file :)

And sort texture to avoid texture swap in the same object/file ! :D :D :D

Using the great cinemal.tri (wich is a nightmare :twisted: with texture name / and lot's of very dirty things !)

Quote:
60% (11726)
70% (13680)
80% (15634)
90% (17589)
100% (19542)
.tri file need 7806 textures swap
Mesh Imported Vertices:58627 Edges:58627 Faces:19542.
close file.
Elapsed: 3.656000


Yes 7806 texture swap !!!

Trying to export:
Quote:
70% (13685)
80% (15640)
90% (17595)
100% (19542)
Removing temporary object.
Closing tri file.
Restoring State.
Texture swap count:28.
Elapsed: 11.188000


And now only 28 swap(s) !!!

With wild_west1 reducing from 1227 to 10 texture swap.


I'm not really sure of this count values, but .tri seems to be well organised ! Need to be count in raydium to for validation.

test it and report bugs (if any :roll: )

Have a nice day.
Ouille


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