Search found 368 matches
- 19 Aug 2010, 13:02
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
can you animate these or do you still have to use scripts Scripts. Kloot: A few small things. When exporting to spring metadata, it mirrors my model and I have to undo. Also, could Spring ignore the "mtllib s 1" thing that blender does instead of crashing? Also don't forget the windows li...
- 17 Aug 2010, 03:06
- Forum: Help & Bugs
- Topic: Getting started with XTA and Spring in general
- Replies: 12
- Views: 2260
Re: Getting started with XTA and Spring in general
I tested this unofficial release with spring 82.2, works fine.
http://www.springfiles.com/show_file.php?id=2728
http://www.springfiles.com/show_file.php?id=2728
- 17 Aug 2010, 01:17
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
perfect !
Works perfect with both two workflows.
Just a little error :
change line 100 from :
to
I guess that's it, thank you Kloot
Works perfect with both two workflows.
Just a little error :
change line 100 from :
Code: Select all
self.loffsetz = objectPos]BLENDER_AXIS_Z] - parentPos[BLENDER_AXIS_Z]
Code: Select all
self.loffsetz = objectPos[BLENDER_AXIS_Z] - parentPos[BLENDER_AXIS_Z]
I guess that's it, thank you Kloot
- 16 Aug 2010, 20:24
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
(Sorry I'm not at my comp so I can't create that demo model at the moment). I don't see why the workflow should matter. The final result is the same. I have the pieces, I set up the hierarchy, and I set up each piece's origin using center cursor . The exact same process as is done in UpSpring. If I...
- 16 Aug 2010, 18:18
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
I only convert to triangles now when I export to obj. Even working with quads, when I mirror piece A to piece B, piece B's faces will now have CW vertex winding order while still having outward facing normals. This happens whether I scale -1 or if I use the mirror action. Flipping the normals for t...
- 16 Aug 2010, 16:17
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
I guess the problem is that he is working in tris, so scaling -1 tris mesh reverts vertex winding order from cww to cw that's why I'm telling him to work in quads and only triangulate his model when he wants to export it, once every tweaks are done. Ctrl-n is just here to reset normals after a scale...
- 16 Aug 2010, 14:30
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
One thing though, blender exporter still writes global offsets. Looks likes it doesn't take care about parents. I had two write and calculate manually the local offset to get my researchcenter working. Heh, see my edit. ;) http://springrts.com/phpbb/download/file.php?mode=view&id=4850&sid=3...
- 14 Aug 2010, 19:06
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
Thanks Kloot. About the core commander, I just took the .obj and the .lua on the first page of this topic but I guess it was just a bit old. I added these two lines at the end of core commander.lua and it just worked fine :-) . globalvertexoffsets = false, -- vertices in global space? localpieceoffs...
- 14 Aug 2010, 17:30
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1215594
Re: Random WIP
Yep, .obj parser is a new feature of the lastest spring. It's still a bit sketchy but already promising. About the name, I don't know yet but I like "evolvere". It means "To develop or expand" in latin but it's actually more a codename than the real name. PS : jK, FLOZi > humm, I...
- 14 Aug 2010, 16:43
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
I don't know if I'm stupid or if I'm the only guy testing Obj parser but.. I've new problems :roll: I'm running Spring 0.82.2.0 1 - X, Y, Z My first, really strange, problem is about axis in offset lines in Objects3d/X.lua Your blender exporter and your core_commander example both have offset = {X, ...
- 14 Aug 2010, 15:16
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1215594
Re: Random WIP
things Use 3ds to load stuff into upspring, obj is super not good for that, though perhaps you might not have to use upspring at all with Springs new nifty abilities to use different file formats (dont ask me how). These are utterly, utterly stunning though. Ive never seen a perfectly static base l...
- 13 Aug 2010, 16:49
- Forum: News
- Topic: Spring 0.82.2 released!
- Replies: 8
- Views: 6823
Re: Spring 0.82.2 released!
Nice work !
compiles and runs fine on linux
OBJ parser is fully working now
Thanks
compiles and runs fine on linux
OBJ parser is fully working now
Thanks
- 11 Aug 2010, 17:11
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1215594
Re: Random WIP
thanks all !
That's very motivating
aGorm > both looks good but I prefer the second one, it fits better to the overall shape of your model. Also, the first one reminds me of a jetpack upside down :D
'Looking forward to see the textures
That's very motivating
aGorm > both looks good but I prefer the second one, it fits better to the overall shape of your model. Also, the first one reminds me of a jetpack upside down :D
'Looking forward to see the textures
- 11 Aug 2010, 02:40
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1215594
Re: Random WIP
SirArtturi > thx
Beherith > hehe, awesome map btw :)
jK, FLOZi > good to know thx. I quickly tried to pick CA's gadget, but it looks likes that different .lua files are used to make normalmaps (like, api_subdir_gadgets.lua, CustomUnitShader/*, etc). What files do I really need ?
Beherith > hehe, awesome map btw :)
jK, FLOZi > good to know thx. I quickly tried to pick CA's gadget, but it looks likes that different .lua files are used to make normalmaps (like, api_subdir_gadgets.lua, CustomUnitShader/*, etc). What files do I really need ?
- 10 Aug 2010, 22:33
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1215594
Re: Random WIP
thanks guys ! MidKnight : bumpmaps ? Do you mean normalmaps ? (I tried that but doesn't works really good : http://springrts.com/phpbb/viewtopic.php?f=14&t=19361) Anyway, no, I'm only using basics tex1 and tex2 atm :-) Wombat : units, yeah, soon, hopefully :) Gota : Reflection does that but I ag...
- 10 Aug 2010, 19:47
- Forum: Art & Modelling
- Topic: Random WIP 2006-2011
- Replies: 8358
- Views: 1215594
Re: Random WIP
spikedhelmet > good ! metal looks a bit flat, maybe you can draw some strong specular lines on some parts some wips.. I imported everything in spring but nothing is animated right now cause i've some troubles with multiple objects obj files so it was just to see how it looks in spring. I also baked ...
- 08 Aug 2010, 20:19
- Forum: Art & Modelling
- Topic: sketches, concept art
- Replies: 27
- Views: 4634
- 08 Aug 2010, 20:16
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
ah ok thanks. Height,radius and midpos works now.
- 08 Aug 2010, 17:29
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
[SpringOBJMetaDataScriptExporter] export log for model "uar_highpowerradar" processed object "base" with offsets {0.00, 0.00, 0.00} (has parent: true) processed object "cylinder" with offsets {0.00, 0.00, 0.00} (has parent: false) processed object "turret" wi...
- 08 Aug 2010, 15:32
- Forum: Art & Modelling
- Topic: ANN: OBJ model format support
- Replies: 120
- Views: 32294
Re: ANN: OBJ model format support
Thank you Kloot :-) The new exporter scripts is working in blender, everything is good expect that radius, height, and midpos are all 0. Did I do something wrong or is your script not suppose to write them ? Also, it seems that the script exports everything in the scene (in blender). It could be coo...