Blender to MAP exporter

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby z80 » Thu Aug 20, 2009 4:39 pm

Actually I haven't ever worked with Mac. No, copying and pasting it right in blender text editor would not work. As far as it consists of one script and two modules.

I have an idea: you may try to launch file search and look for "export_map.py" or "3ds_export.py". These are standard Blender export scripts Blender is equipt with. My exporter files should be copied to the same folder.
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Postby Yoda almighty » Thu Aug 20, 2009 4:45 pm

my computer can't find anything called that, so it must be hidden in another file.

I am using blender 2.49 if it helps
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Postby z80 » Fri Aug 21, 2009 7:13 am

You can try to locate this folder right in Blender package for you computer and then find it in filesystem. For example in Linux *.DEB files are just archives. One can locate where need folder is and then find it where it is in filesystem. The same with win32 *.zip Blender archive, it's even easier with win32 because all Blender files are in one folder. I believe the same should be on Mac... :roll:
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Postby toneddu2000 » Fri Aug 21, 2009 9:36 am

z80 wrote:toneddu2000 What kind of error does it return? Would you be so kind to submit the text of these errors? It would be easier for me to fix those bugs.


The error is the same I posted above; But, I repeat, errors desappear when I change .blend file.
So, It's not so annoying!Thanks z80 for theese clarifications, I'll try to complete a map to insert it in the tutorial!

for Yoda almighty: I think you have to use the "go to" button in Finder and go to ../
your blender directory/.blender/scripts because .blender directory is hidden
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Postby z80 » Sun Aug 23, 2009 5:58 pm

Version 0.10: http://www.box.net/shared/eir6e82pop

- I've made a button for texture override to avoid manual properties editing.
- Remade sectioning algorithm in integers.
- Made a few little bug fixes.

Anyone, please, test it!
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Postby Rad Ished » Mon Aug 24, 2009 9:51 am

Will do!
Nice work qnd thqnks; hqhqhqqqqq in on frecnh keyboard q qnd a qre swqpped :D qnd everything elese too :o
If i rememeber correctly blender on mac stores stuff in .blender you have to show hidden files to see it tho.
I look forward to plqying with this thing when i get bqck home z80.
How does the .map exporter export surfaces ? as a model?
Or did you use a different method to get that bean shaped shell that i sent you into the map that you showed, good work getting it to compile btw.
I'll check back when i've tortured some more polys.
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Postby z80 » Mon Aug 24, 2009 12:39 pm

Rad Ished Exporter checks if mesh is forced to be exported as a surface (by pressing an appropriate button) or if it isn't closed (something like cube with one or several faces absent). If it is so, mesh is splitted into individual triangles. Each triangle is extruded on height supplied (it is prism after it) and exported.

If mesh isn't a surface mesh (not forced and has all his faces) it is sectioned into convex parts. Each part is exported after that.

Lights and NURBS are exported almost "as is". NURBS resolution is fit to odd one from 3 ro 31. And light addinional properties are taken from Blender LOGIC section if any (they appear after "PREPARE" press).

Concerning your shell like cave. I've exported it as a surface mesh, e.i. extruded all faces outwards and got approximatelly 53000 brushes scene :)
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Postby z80 » Wed Aug 26, 2009 9:23 am

Version 0.11 http://www.box.net/shared/6aro6lf84e

- Some bug fixes.
- Unnecessary sectioning planes removing added.
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Postby organic » Wed Aug 26, 2009 4:09 pm

Hi, I have been following this thread for a couple of weeks as I have been trying to export from Blender on linux, but every version gives some error or other.
This is the latest one:-

File "/home/organic/install/linux2/.blender/scripts/bpymodules/btreemesh.py", line 282, in splitIntoConvex
submeshes = self.splitIntoIsolated()
File "/home/organic/install/linux2/.blender/scripts/bpymodules/btreemesh.py", line 333, in splitIntoIsolated
mesh[ 'facesUv' ].append( facesUv.pop() )
IndexError: pop from empty list
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Postby z80 » Thu Aug 27, 2009 6:53 am

organic Thank you for the information! Could you please submit Blender file you got an error with? Or explain what kind of object/objects you've tried to export?

Unfortunately, every exporter version by now has a lot of bugs. Anyway, it's on very early stage of development. And I need as many suggestions and information on problems met as possible.
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