http://neverwinterva...rtexport-plugin
Please let me know if you run into any issues. Thanks.
Happycrow wrote...
Will this work for the stable 2.69 release? If so, this would be enough to get me going back to my local Blender group.
Thanks, this has been SORELY needed.
Modifié par rjshae, 02 novembre 2013 - 03:51 .
Modifié par rjshae, 02 novembre 2013 - 04:50 .
Happycrow wrote...
I'm not good in Blender: I"m a 3dsmax guy who'd prefer to shift that direction: armature import/export.... armature equates to skeleton?

Modifié par rjshae, 02 novembre 2013 - 10:27 .
Modifié par rjshae, 05 novembre 2013 - 01:24 .

Modifié par rjshae, 05 novembre 2013 - 02:34 .
Modifié par rjshae, 09 novembre 2013 - 12:51 .
Modifié par rjshae, 11 novembre 2013 - 09:02 .
Rolo Kipp wrote...
Now, if only someone would completely parse the Granny2 format and make in importer/exporter for *that* :-P
Modifié par rjshae, 20 novembre 2013 - 03:41 .
rjshae wrote...
Yeah, that would be good. Comparing the data patterns in the NWN2 gr2 files, it looks like the bulk consists of a series of integers followed by a series of floating point numbers. I'm guessing those are probably skeleton components? We might be able to match up the number of integers with the floats and divine a purpose. Perhaps they consist of part codes/bit flags and vertex coordinates? If just the skeleton data could be extracted, that might be a start. Shrug.Rolo Kipp wrote...
Now, if only someone would completely parse the Granny2 format and make in importer/exporter for *that* :-P
Modifié par Rolo Kipp, 21 novembre 2013 - 11:29 .
kamal_ wrote...
What I would dearly like is a global find/replace for textures on object parts. For instance if I want to append "codi_" to each of the texture maps (screen is from gmax, but you get the idea)
https://dl.dropboxus...ppend_codi_.jpg
A find replace for part names would also be extremely useful.
These things would vastly speed up my tile project.
-Semper- wrote...
jus wanted to stop by and drop a big thx!
it's
nice to see that you're still working hard to update the plugin. i am
currently using tazpn's tools but i am sure that yours will surpass it
soon. there's really a need for future proof tools with integrated
animation support. guess it's time to refresh my rusty blender skills
Rolo Kipp wrote...
There's a bit Here, and There and other There...
And even some bits hidden in the mysterious vanishing hull bit Here...
Edit: Holy Moly! Almost forgot the Magic Block! (search for it on This page ;-)
Modifié par rjshae, 22 novembre 2013 - 01:50 .
If I could figure out how to get them running. I got your importer/exported running without too much trouble, but I have zero Blender experience (and only started with gmax to work with the tiles).rjshae wrote...
kamal_ wrote...
What I would dearly like is a global find/replace for textures on object parts. For instance if I want to append "codi_" to each of the texture maps (screen is from gmax, but you get the idea)
https://dl.dropboxus...ppend_codi_.jpg
A find replace for part names would also be extremely useful.
These things would vastly speed up my tile project.
I found a couple of Python scripts that will let you do batch renames:
The second one looks more promising, but I haven't tried either. Will that help?
Modifié par rjshae, 22 novembre 2013 - 03:04 .
Modifié par rjshae, 22 novembre 2013 - 05:10 .