SMD export script - what is wrong with this one?

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SMD export script - what is wrong with this one?

Postby divVerent » Fri Oct 03, 2008 9:10 pm

After a discussing in a Blender IRC channel, we found this:

http://www.moddb.com/forum/thread/blend ... t-115cript

What happens if you use that to make smds to run zmodel on? Does it actually work? If yes, why has nobody noticed it yet? If not, why do I not find "hl2export" in the forum search?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Shoe » Fri Oct 03, 2008 9:43 pm

My memory might not be completely accurate but I'm thinking it was discussed at a time and somehow the HL2 .smds were different so it wouldn't work. It might've even been discussed on the old board. I might be wrong though.
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Postby Morphed » Fri Oct 03, 2008 11:36 pm

hl2 smds are working fine with .zym compiler, you just wont get vertex weights they will be equalized to 0 or 1. And please try with own model,skeleton and animations, dont use nexuiz ones for a test, becaues zym compiler is very picky about bones numbers and quantity but exporters treat it lightly. No need for sophisitcated model, just cyliner with 2 bones and as animation rotate 1 bone, if you will use such model as player model. with only 1 animation, it will be played in loop
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Postby divVerent » Sat Oct 04, 2008 10:27 am

So in other words, this path is working just fine (as zym has no vertex weights)?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Postby divVerent » Mon Oct 06, 2008 3:11 pm

The aforementioned SMD exporter had a bug - it always wrote 0 as parent bone, which is wrong.

http://emptyset.endoftheinternet.org/~r ... _export.py should fix it. Can any Blender user test it?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Alien » Mon Oct 06, 2008 9:03 pm

Zuriastrad was always asking that somebody fixed this script. He would be very happy.
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Postby divVerent » Mon Oct 13, 2008 8:27 am

Script somewhat working now:

Image

Exported just fine, except that the head is missing. It probably is a separate object in the .blend, which probably should be avoidable by the modeler.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
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Postby divVerent » Mon Nov 03, 2008 2:50 pm

Also, fixed a last bug in it. The script for some reason (weird original author) scaled everything up by factor 40, fixed that.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby divVerent » Thu Nov 06, 2008 9:35 am

http://emptyset.endoftheinternet.org/~r ... ltimesh.py

This version can work with more than one mesh selected. Please test!
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby ai » Mon Nov 10, 2008 1:14 pm

I have tried this script and it seems to work. But the zymscript that is created doesn't have all the information. It's not a big problem really, you just take the 'config-zym' from a player model and change that with the new information you got from the zymscript, mainly just this information:

mesh static.smd
scene anim_DefaultAction.smd fps 25.000000

The other things:

# perhaps: origin X Y Z
# perhaps: rotate A
# perhaps: scale S

Is not to be copied over of course. Can this be affected from Blender or will these always be the case? I once tried to take away these I believe or change them to something and my model turned out TIIIINY little dot ingame. It was fun, I sent morfar the model and we played each other on Aggressor, shooting invisible players, fun :)
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