Aller au contenu

Photo

Neverblender


  • Veuillez vous connecter pour répondre
38 réponses à ce sujet

#1
Asymmetric

Asymmetric
  • Members
  • 165 messages
I'm announcing the release of a new neverblender version. In the past few weeks I've rewritten neverblender from scratch. As you may or may not know the old neverblender did not work with newer versions of blender and had no walkmesh support. It has been tested with blender 2.63 (It will not work with 2.5x and older versions, due to changes in the blender api)

You can download the files from the project page
social.bioware.com/project/8497/

Rudimentary documentation ist available, but still WIP.

Update 10/12/2012

v1.02
I have included a minimap generator and  a windows batch script. With this script you can generate minimaps for several mdl files, without the need to start blender and load the mdl file yourself. See the included Readme

Modifié par Asymmetric, 10 décembre 2012 - 05:27 .


#2
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
What a nice surprise!  I don't know if you've seen it, but there was a slightly newer version of NeverBlender created by NewByPower than the one which was floating around.  It didn't work on the later releases of Blender either, but if there's anything that you can get use of out, here are the scripts.  Here is NewByPower's old page at the NWVault.  I believe everything there was done with the export scripts I linked to, including this nice robe.

Following your instructions for installation and enabling the addon, I was able to load a simple textured cube no problem.  Exporting it turned out to be a little rough, though.  I was able to get settings out but no geometry data.  I'm admittedly not very adept at using Blender, though.  So maybe it was something on my end.  I was just attempting to export the cube out as a placeable with no PWK.  I think I tried all combinations of the settings on export, but am not sure which ones I'm supposed to use.  Here is the test file and texture I was using to import into Blender and I was using Blender 2.63a, FWIW.

#3
ShadowM

ShadowM
  • Members
  • 768 messages
Cool get some documentation going and/or links to tutorials for me and I add them to the list I have below. You may also want to post your link and info under Custom Content Tools. I will add a link to it in NWN1: Custom Content Tutorials list so we can get some more exposure for this. :) people making stuff is always a good thing.

NWN1: Custom Content Tutorials list

Custom Content Tools

Modifié par ShadowM, 02 septembre 2012 - 04:26 .


#4
Asymmetric

Asymmetric
  • Members
  • 165 messages
Yes I tried to bring NewByPowers scripts up to date, but it was just too much work. The blender API has changed too much, mesh generation works differently. And they switched from python 2 to 3.2, wich means Syntax errors all over the place :)

Hmm, I can export the file and it shows up in the toolset. I'm also using 2.63a. Are there any errors popping up ? For the export settings, try using "All" (It only refers to the mdl base object anyway).  The other two options shouldn't matter, for this mdl. For the import settings I just used the presets.

For the future I also plan to become a developer at projects.blender.org/projects/neverblender/ or perhaps even admin, as they don't seem to be active there anymore.

I'll try to write some documentation, maybe even a tutorial. Blender has some nice Modifiers which may me useful, but I'm a noob when it comes to modeling itself.

Modifié par Asymmetric, 02 septembre 2012 - 04:46 .


#5
OldTimeRadio

OldTimeRadio
  • Members
  • 1 400 messages
I didn't get any errors popping up and I tried using All. I have been using Max for years now and so, sadly, my brain is very much Max oriented. I still have deep problems getting my brain around the paradigm with Blender. Mostly the window system, honestly. But there are things like the object painting that would be so incredibly useful for people to use. It would be a huge step up for people who are relegated to using GMax.

#6
henesua

henesua
  • Members
  • 3 855 messages
This is great news!

I'd enjoy messing around with this in Ubuntu or OSX. Keep us posted of your development.

#7
PlasmaJohn

PlasmaJohn
  • Members
  • 95 messages
I get the following:

INFO: loading model
INFO: ... processing geometry pfh0_chest019
Traceback (most recent call last):
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/__init__.py", line 179, in execute
    return import_nwnmdl.load(self, context, **keywords)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 2299, in load
    load_mdl()
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 2234, in load_mdl
    parse_ascii_mdl(ascii_mdl)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 2055, in parse_ascii_mdl
    parse_geometry(ascii_mdl_section)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 1701, in parse_geometry
    node_mesh = danglymeshnode2mesh(parsed_node)               
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 789, in danglymeshnode2mesh
    node_mesh = trimeshnode2mesh(parsed_node)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 734, in trimeshnode2mesh
    node_mat = create_mesh_material(parsed_node)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 442, in create_mesh_material
    image = load_material_image(parsed_node['bitmap'],'.tga')
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 221, in load_material_image
    image.name = filename
AttributeError: 'NoneType' object has no attribute 'name'

location:<unknown location>:-1

location:<unknown location>:-1

Doesn't matter if I have a corresponding .tga image in there or not.
Ubuntu Lucid (10.04.4) 32-bit.

Modifié par PlasmaJohn, 07 septembre 2012 - 12:51 .


#8
PlasmaJohn

PlasmaJohn
  • Members
  • 95 messages
:blink: I take that back... the .mdl refered to a totally different file.  Copying what I thought was the texture to what the mdl states fixed it.  ... Might want to not blow up if the texture is missing.

#9
PlasmaJohn

PlasmaJohn
  • Members
  • 95 messages
Oh, forgot to say thanks!

#10
Asymmetric

Asymmetric
  • Members
  • 165 messages
Right, thanks for the bug report. I've fixed the issue. A new version stands ready to be downloaded. (I probably should start adding versions to the filename)

#11
Rolo Kipp

Rolo Kipp
  • Members
  • 2 788 messages
<greedily grabbing...>

I started with blender (barely) and switched to Max when I qualified for the Veteran's free license. But I have a keen interest in this project.

Thank you :-)

<...everything he can>

#12
henesua

henesua
  • Members
  • 3 855 messages
After seeing Asymetric's post about adding minimap creation to NeverBlender... I'm feeling a push off the fence. Time to dust off Blender.

Big kudos to you, Asymetric. 

Modifié par henesua, 05 décembre 2012 - 09:34 .


#13
Asymmetric

Asymmetric
  • Members
  • 165 messages
I have finished the minimap generation. It probably requires some testing though.
For small minimaps (like 16x16) it it still better to do create them by hand, as the output is bit blurred. You can also just set the size to something bigger like 128x128 and resize later. You'll also need the textures in tga format along with the mdl files.
Generating them from blender is a bit uncomfortable, as I haven't figured out how to show the rendered image from a script (so you have to press F12 after pressing the button). But ...

... I've also created a windows batch script. With this script you can generate minimaps for several mdl files, without the need to start blender and load the mdl file yourself. You can set the size of the minimap and a z-offset (for tilesets with high buildings or above the 0.0 level) in an ini file.
To set it up, you also need to edit the ini file and adjust the path to your blender installation. See the included Readme for more infomation.

Project page: social.bioware.com/project/8497/

Modifié par Asymmetric, 10 décembre 2012 - 05:26 .


#14
Asymmetric

Asymmetric
  • Members
  • 165 messages
Version 1.03 released. Fixed a bug in animation export and some transparency issues. The latter was only affecting the render in blender and therefore also the minimap creation.

Project page: social.bioware.com/project/8497/

#15
Rolo Kipp

Rolo Kipp
  • Members
  • 2 788 messages
<tossing a few...>

TY!

<...borderline fruit in to make a smoothie>

#16
henesua

henesua
  • Members
  • 3 855 messages
woo!

#17
Asymmetric

Asymmetric
  • Members
  • 165 messages
Version 1.04 released.

Project page: social.bioware.com/project/8497/

Changelog: http://social.biowar...15/blog/228609/

Modifié par Asymmetric, 24 janvier 2013 - 09:06 .


#18
Asymmetric

Asymmetric
  • Members
  • 165 messages
Neverblender 1.05 has been released alongside with an updated minimap creation tool (requires neverblender 1.05)

Neverblender:
- Fixed some bugs in the animation export system

Minimap Creation Tool:
- Added option to ignore objects with activated tilefade
- now requires Neverblender 1.05


Project page: http://social.biowar...m/project/8497/

#19
niv

niv
  • Members
  • 33 messages
Hi,

awesome - love it. :) Thanks for all the work you put into this.

I do have a question though. The manual speaks of a export option to apply modifiers on export. Can't find it, and I regularily run into the problem of non-applied mirror modifiers which mess up display in NWN1.

What am I missing?

#20
Asymmetric

Asymmetric
  • Members
  • 165 messages
Ah, I think I removed that option in the last release. Now it should always apply any modifiers. I just ran a few test and it worked, but that doesn't neccesarily mean anything.
What version of blender are you using ? Are there any other modifiers on the object ?

#21
henesua

henesua
  • Members
  • 3 855 messages
Any chance of this project making it to neverwintervault.org?

Also, I am not sure but it appears that I am unable to export walkmeshes since the altest update of blender. Anyone else discover this?

#22
Asymmetric

Asymmetric
  • Members
  • 165 messages
That's quite likely. They have released 2.69 already ...  I'm still using 2.67 :). I'll look into it this week, gonna upload it to neverwintervault too.

I think I'm gonna need change to the name or something, when they get to 2.7 and separate it from the versions for 2.6x. Usually the API changes are really extensive between their major releases. The code has already some ugly hacks in it, to keep it working between versions.

Modifié par Asymmetric, 30 décembre 2013 - 08:13 .


#23
henesua

henesua
  • Members
  • 3 855 messages
Sounds good. Looking forward to the update. Thanks.

#24
Asymmetric

Asymmetric
  • Members
  • 165 messages
I uploaded neverblender (and my other stuff) to the new vault: Neverblender on the new vault A new version with some bugfixes was released there. I hope I got rid of most of them.

I don't know about the bug with the walkmeshes though. Could be a Mac/Linux related issue, while creating the walkmesh file. I'd have to check that, but my Linux machine is broken :(, only have my notebook atm. Does it work with placeable walkmeshes, tile walkmeshes or neither ?

#25
henesua

henesua
  • Members
  • 3 855 messages
Excellent. I'll get to testing soon.

But when i had trouble it was tile walkmeshes that were bugged.