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 organic » Tue Sep 01, 2009 10:09 pm

Alas, same problems for me.

Either this:-
'IndexError: pop from empty list'

..or this:-
' File "/home/organic/install/linux2/.blender/scripts/bpymodules/btreemesh.py", line 979, in writeSurf
x, y, ang, w, h = self.transformUv( face, faceUv )
File "/home/organic/install/linux2/.blender/scripts/bpymodules/btreemesh.py", line 554, in transformUv
angle = math.acos( a10x / lenX ) * 57.295779513082320876798154814105
ZeroDivisionError: float division'
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Postby z80 » Wed Sep 02, 2009 11:30 am

organic Did you try "remove duplicates" in Blender with some nonzero distance, for example 0.1?

Also it would be very nice if you submit the blend file for me to solve your problem. Because I can imagine a lot of cases when such situation may exist. And it's really hard to guess one right case among several probable.
Don't use the force, Luke! Try to think!
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Postby toneddu2000 » Wed Sep 02, 2009 9:44 pm

thanks z80 for this new release!Everything works flawless!! :D Only Nurbs surfaces don't seem to do their work! Textures don't appear, even with f4 propetry string or f5 material. And (worse) their geometry appear weird after exporting. If you pay attention to this image

Image

you can observe what I mean: original blender nurbs surface has its shape, but after exporting in radiant it lost its original shape and it seems (but I'm not sure) that the shape follows blender modifying cage ( you can see the cage in left picture).

If I create a simple nurbs surface and leave it unmodified, it appear weird after exporting too.
It seems that bends on one edge, instead I left it well-proportioned in all its edges!

Well, I don't use nurbs, but I've wanted to let you know!! :D
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Postby z80 » Thu Sep 03, 2009 7:14 am

Dear toneddu2000, thank you for the information. Great work! Concerning NURBS surface geometry, one should press "Endpoint U" and "V" in edit mode. After that it coinsides with NetRadiant representation. Also it fits better if order along U and V decreased to 2. And one should make NURMS resolution odd, because NetRadiant understands only odd resolution. And Exporter first limits it if it is even to odd by subtracting one.

Today I'm going to submin 0.14 version. I'll check material problems you told me and try to fix it in 0.15 version.

By the way did you try assigning texture/shader with exporter appropriate button? I thought it worked. This button is right to label "Overwrite texture" with "over" text on it.
Don't use the force, Luke! Try to think!
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Postby Rad Ished » Thu Sep 03, 2009 9:06 am

Hio, well I've abusing your exporter with very large and complicated meshes again.
So anyway SOME success.
I exporter the mesh, blender spent mebbe 15 seconds thinking really hard and output a 4.8mb .map file.
This .map when opened in netradiant shows precisely .... nothing!
hrm hrm
pm'ed you the files.
Thank you for your continued effort in this :D
fishsticks
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Postby toneddu2000 » Thu Sep 03, 2009 9:23 am

thx for your quick reply z80!So, I've used over button and now radiant doesn't show anymore nurbs with caulk textures but now nurbs is only grey, it's not textured!
Then, for geometry, with endpoint U and V pressed, it fit better (not equal to blender, better) in space but it tranforms completely its shape(it appears always bent on its edge). I tried also with order U and V to 2 and resolution U and V to 2 or 1 but nothing!
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Postby z80 » Thu Sep 03, 2009 1:31 pm

Version 0.14: http://www.box.net/shared/89f67o3598

toneddu2000 I'll watch what's going on with NURBS and try to fix it. Thank you for the information!

Rad Ished Thank you! I've received your blend file. I'll try to understand what goes wrong and fix it. What version did you use for exporting scene?
Don't use the force, Luke! Try to think!
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Postby z80 » Thu Sep 03, 2009 2:20 pm

Rad Ished I've succeded importing city. Just played a bit with sizes avoiding any face to have zero area :) Also mesh by default had very-very-very big UV coordinates. So big that my NetRadiant (win32) didn't want to import such numbers :)

I've taken into account this bug. I'll fix it in 0.15 version.

Image
Don't use the force, Luke! Try to think!
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Postby Rad Ished » Thu Sep 03, 2009 6:27 pm

Outstanding!
Could you pm me the .map ?
Or will it just work now?
Damn it's windy here, awesome sunset tho.
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Postby z80 » Fri Sep 04, 2009 7:24 am

Rad Ished I've sent you a private message with the result. Pleasant hearing that you enjoy windy sunsets, be well and have a nice day! :)
Don't use the force, Luke! Try to think!
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