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Re: Blender->Spring Feature script

Posted: 08 Nov 2012, 23:35
by gajop
enetheru wrote:
gajop wrote:[offtopic?]
Ok, maybe not the best question for this thread judging by the text inside, although the title seems right:
I wanted to ask what animation file formats would you like supported in Spring?
I've once implemented an .obj opengl viewer myself, but I've never dealt with any animation-model (do you want mesh or bone models, or perhaps something else?).
What are the popular formats, MD2, MD3, etc? And should they be implemented directly or converted to some existing Spring one, like the .s3o for models?
PS: Didn't want to make a new thread as I'm kinda busy right now so probably can't implement anything about it, and this is little more than a curiosity as I'd like to know what's so hard about doing it right now.
[/offtopic?]
AFAIK, spring uses animation scripts which use the pivot points of the individual pieces. I don't think it supports loading animations from file formats you specified.
http://springrts.com/wiki/Animation-CobLuaDifferences
that's what I understand as well, and pivot point animation is mostly similar to skeletal animation?
still, you can't really do mesh deformations with it, which is something potentially desirable with any organic animation i think?

Re: Blender->Spring Feature script

Posted: 08 Nov 2012, 23:45
by enetheru
wolas wrote:https://github.com/enetheru/springrts-b ... 453219bee1
last revision which works newer ones adds spheres instead plane for radius or whatever else.

http://postimage.org/image/8id9k7guz/

When I slide to change side it adds more spheres quickly.

At first I thought I dont understand how to use it, but when really tried to do something...

EDIT:
Have no idea how it broke but reverting next e2ff29e2de8a5a0a2f2259096d06c60db4e1ed0 commit and it works again.
Hrm, i see what you mean with the adding of Sphere, something breaks after adding it and doesnt rename the object, hence why it keeps adding more because it doesnt think it exists.

I downloaded the script fresh from git, and works fine for me, only difference I can see is that I'm using blender 2.64 and you are using 2.63, please upgrade blender and let em know if your having the same results?

Re: Blender->Spring Feature script

Posted: 02 Aug 2013, 18:16
by enetheru
GIT: https://github.com/enetheru/springrts-blender-tools

Updated the script.

it has presets now that set the properties, and calculates others.
i was working with trees and got annoyed so trees are the only preset for now. its trivial to modify the source to add more.

my preset uses the height of the tree to calculate other factors like crush resistance, metal, energy, damage, reclaim time, etc.. that way they can really reflect the object without much work. especially since trees are one of those objects that you need variations on a theme.

Images arent handled at all anymore, because they were a PITA. I do them manually again. and while i did have a shell script that uses imagemagick to compose them images it would up the contrast and darken it .. i CBF fixing it. its also in the respository. and so is my blender particle to featureset exporter..

Re: Blender->Spring Feature script

Posted: 02 Aug 2013, 18:53
by enetheru
and as a present, i remixed a set of trees from: http://opengameart.org/content/uberpack-1
to be used in the spring engine.

Re: Blender->Spring Feature script

Posted: 02 Aug 2013, 19:02
by FLOZi
enetheru wrote:and as a present, i remixed a set of trees from: http://opengameart.org/content/uberpack-1
to be used in the spring engine.
Image

Re: Blender->Spring Feature script

Posted: 02 Aug 2013, 19:07
by enetheru
yeah not all of them.. just the ekasia tumula for now, thats the seven on the left... i will get to the rest later.. some of them are rather high poly.. but spring doesnt seem to care too much.