Blender 2.68 MDB Import/Export Plugin
#51
Posté 26 novembre 2013 - 02:27
I'm not sure what you mean by a collision mesh.
#52
Posté 26 novembre 2013 - 02:36
#53
Posté 26 novembre 2013 - 03:10
#54
Posté 26 novembre 2013 - 04:10
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
Posté 26 novembre 2013 - 07:23
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
Posté 27 novembre 2013 - 03:50

Also figured out how to get the shadows working. Almost getting the hang of this.
#57
Posté 27 novembre 2013 - 04:27
#58
Posté 27 novembre 2013 - 07:56
#59
Posté 27 novembre 2013 - 09:38
[brain implodes]
seriously though - great stuff
#60
Posté 27 novembre 2013 - 09:51
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
Posté 27 novembre 2013 - 10:55

A copy of the bridge was retextured using an image from the RB Ruins hak pack.
#62
Posté 28 novembre 2013 - 06:37
Is the bake stable or is it fussy?
PJ
#63
Posté 28 novembre 2013 - 06:55
One last bridge experiment:

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
Posté 28 novembre 2013 - 04:56
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
Posté 30 novembre 2013 - 04:35
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
Posté 30 novembre 2013 - 05:37
#67
Posté 30 novembre 2013 - 06:24
#68
Posté 28 décembre 2013 - 06:16
Modifié par rjshae, 28 décembre 2013 - 06:44 .
#69
Posté 07 janvier 2014 - 06:49
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
Posté 12 janvier 2014 - 12:55
#71
Posté 09 mars 2014 - 01:00
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
Posté 11 mars 2014 - 01:52
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
Posté 12 mars 2014 - 06:50
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... ![]()
#74
Posté 13 mars 2014 - 06:06
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!

Now I have some tile fixing to do.
- Tchos, Morbane et kamal_ aiment ceci
#75
Posté 13 mars 2014 - 06:35
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.





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