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Blender 2.68 MDB Import/Export Plugin


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104 réponses à ce sujet

#51
rjshae

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Thanks. The texture came with the original placeables (Dwarven Halls).

I'm not sure what you mean by a collision mesh.

#52
Calister68

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A C2/C3 mesh (it's blocking the camera). But I don't think that's the source of your problem...

#53
andysks

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I don't think this is the reason. I once made a cave exterior area, that the player could transit from the same area through a waterfall. On the top of the waterfall I had many boulders and rocks etc. The moment you get under the waterfall this same thing happens, even though all of the said items were environmental objects.

#54
TheOneBlackRider

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rjshae:
Something odd happens when I use it though. At the edges, right where I enter the cobble stones, the camera suddenly dips down to a closeup. It goes back to normal after a couple more steps. Very wierd. I've tried tweaking the model and the walk mesh, but nothing helps. It all seems to bake normally.



PJ156 wrote...

Despite the gitch it's a nice addition to the stable of models.

PJ


I found the same issue with a suspended RWS bridge: plc_mc_rwsbridge07

I tried to nail it down by comparing it to mhes (W/C2/C3) of other (bridge) models, but I never could figure out, what causes it.

An repost of a solution would be great.

#55
rjshae

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Solved it, I think. Through the process of elimination I narrowed it down to the guard rails. After I lowered them a bit the problem went away.

It must be doing a line-of-sight calculation: the first part of the guard rails has the steepest rise and that is where the camera changed. Once the character moved forward up, he was high enough for it to revert back.

Thanks.

#56
rjshae

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Added a double-column bridge:

Image IPB

Also figured out how to get the shadows working. Almost getting the hang of this. :)

#57
kamal_

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Moss free texture version?

#58
rjshae

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I'll try experimenting with some other textures and see if one works...

#59
Morbane

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 this is all real l l l y interrrrresti i ing ing

[brain implodes]


:whistle:


seriously though - great stuff

#60
PJ156

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More bridges is going to be very nice indeed.

Having just done a veritable plethora of blueprint can I humbly ask for no more rugs please .... or pictures ... or, dare I say it, mushrooms.

PJ

#61
rjshae

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The lazy dwarven cleaning crews finally got busy...

Image IPB

A copy of the bridge was retextured using an image from the RB Ruins hak pack.

#62
PJ156

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For me that is nicer. That's a very nice model Dann. It's going to be useful.

Is the bake stable or is it fussy?

PJ

#63
rjshae

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For me it bakes fine. Making sure the walk mesh triangles don't overlap each other seems to eliminate most of the issues.

One last bridge experiment:

Image IPB

I thought it might look more elegant with a single, widened arch. The only problem is that the end columns need a vertical face to show up, which stretches the ground texturing. Ah well. Maybe it would work better with some of the cliff hak packs?

Modifié par rjshae, 28 novembre 2013 - 06:55 .


#64
TheOneBlackRider

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rjshae wrote...

Solved it, I think. Through the process of elimination I narrowed it down to the guard rails. After I lowered them a bit the problem went away.

It must be doing a line-of-sight calculation: the first part of the guard rails has the steepest rise and that is where the camera changed. Once the character moved forward up, he was high enough for it to revert back.

Thanks.


Would it be possible to post some screens (eg. before and after) with pointing out on the altered mesh(es), what exactly was done (eg. via arrows) or how to adjust "it", so that the "zoom in" is avoided?

Thanks.

Edit: And maybe this should be or moved to a different topic, since it's not really Blender related...

Modifié par TheOneBlackRider, 28 novembre 2013 - 04:58 .


#65
rjshae

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Well live and learn: I came to realize that I could read in the MDL data in a different way and not lose any of the UV mapping data. As a result I can now import an MDL file without getting any of the texture distortion I had previously experienced. The rendered models look pretty nice now and I should have that fix in a future update.

P.S. Still having issues with the positioning geometry of the MDL models, so I'll need to fix. Maybe over the break...

Modifié par rjshae, 19 décembre 2013 - 04:27 .


#66
TheOneBlackRider

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I forgot to thank you for those 2 (IMO) good tutorials, which you added to the download location. They solved a few things for me. THANK YOU!

#67
rjshae

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You're welcome. I'm glad they were useful. :)

#68
rjshae

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I've uploaded revision 2.6.2.1 of the plugin to the Vault. This release addresses a couple of issues I was having with the import of MDL files from NWN. In particular, the texture UV mapping now imports correctly and the position/orientation transformation algorithm has been modified. The latter is still a work in progress, unfortunately. If you don't plan to import MDL files, then you won't need to update the plugin from 2.6.2. Thanks.

Modifié par rjshae, 28 décembre 2013 - 06:44 .


#69
rjshae

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I want to modify the plug-in to configure the material's Glow flag for individual objects, rather than for the model as a whole. However, my experiments with adding a GlowMap to an object weren't very encouraging. Basically the entire placeable seemed to glow by the same amount, rather than applying the pattern in the texture file. Does anybody know if there a trick to getting the GlowMap to work properly? Perhaps it is just a matter of the graphics card settings?

Ed.: Ah, I think I see. The Glow flag must be a separate option from the GlowMap. I can check the Emit settings for an object to see if the builder wants an individual part to glow.

Modifié par rjshae, 07 janvier 2014 - 06:57 .


#70
rjshae

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Neverblender has finally been ported to Blender 2.6X, so you've got that option now.

#71
rjshae

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If it matters to anybody here, I found an issue with the Blender remove_doubles() routine that can cause an import to hang. An example of this occurs when importing the tl_cit_wwwx_01 tile from the RWS Grand Citadel tileset--the toolset just loops forever without completing the import. I found that when I disable the call in the import script, then the model imports just fine. The problem then is that there may be a bunch of doubles generated from the import. As a work-around I'm going to add an 'Ignore doubles' option to the import preferences. If you choose that, then you'll have to clean up the doubles manually.

 

Per the above, I've added a feature that will set the 'glow' effect on any model part that has the material's 'emit' parameter set to 1 or higher. It's kind of a cool option, I think. I tried it already on a model and the result can be pretty interesting.

 

There's a couple more bugs to fix and then I'll post another version.

 

If it doesn't matter.... well then, have a good day. :)


  • Rolo Kipp aime ceci

#72
rjshae

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I tracked down the hang to a mesh face that had a duplicate vertex; in effect it's just an edge. I put in a check for faces with duplicates, tossing out any it finds, and it imports fine now. Woo-hoo!

 

I'll remove the work-around for release.

 

Ed.: Version 2.6.2.2 uploaded.


  • Rolo Kipp aime ceci

#73
rjshae

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I ran into another issue with the plug-in: when the MDB file has extraneous characters in a string field following the first null character, the scripts don't handle it well and an import can fail. I've got a fix working for this, which will be in the next release. In the mean time, a work-around is to use a hex editor and null out the extra characters in the string fields.

 

This problem showed up when I tried importing some of the standard XXXX tile models, which are the ones used for the open floor tiles. Wish I'd bumped into it before the latest release, but so it goes.

 

One of these days it'll work without any problems... :wacko:



#74
rjshae

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Well I learned something new today. In order for the mouse target circle to show up on a walkable surface (other than the tile floor), the 'Projected Textures' flag has to be set in the material's texture settings of the MDB file. Yeah, its kind of obvious in retrospect, but it had me stumped.

 

I've modified my code so that if a model component (such as a tile part) has a '_TP' suffix in the material name, the 'Projected Textures' flag is set on export. The pic below shows the result after applying the setting on the raised platform. (It wasn't working before.) So... yay!

 

cursor_zps1ae351b8.png

 

Now I have some tile fixing to do.


  • Tchos, Morbane et kamal_ aiment ceci

#75
Tchos

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A very good find.  I'd like to set that flag on certain floor placeables I've made, but I don't know if I can do it in Gmax.