Blender WEAPON 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.

Moderators: Nexuiz Moderators, Moderators

Fri Sep 28, 2007 4:44 pm

  • I took the last couple of days and wrote a weapon exporter for Nexuiz. It is currently designed to export the "in your hand" weapon model. It is not finished yet but its useful enough to post.

    This is not a zym exporter or a smd exporter really although it exports both formats.

    What it DOES:
    For SMD export it takes your selected mesh, attaches Bone01 at the origin and outputs a SMD mesh.

    For ZYM export :D it takes your selected mesh, attaches Bone01, configures zmodel (included) to bake all standard animations (included) and runs zmodel for you. If you don't have python calling zmodel may fail but all you have to do is run the included batchfile to finish.

    Download:
    http://xoopstuner.com/nex/Blender-Nexuiz-weapon-export-prealpha.zip

    Crylink with spikes:
    Image

    Blender Interface:
    Image
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Fri Sep 28, 2007 6:49 pm

  • That is very cool indeed :)

    What about more advanced/intricate animations than the standard stuff? Like if a person wanted spinny parts or tubes that would throb, would there be support for stuff like that?
    Shoe
    Keyboard killer
     
    Posts: 517
    Joined: Wed Mar 08, 2006 2:18 am

Fri Sep 28, 2007 7:08 pm

  • I need to add the md3 export to have a "complete" weapon exporter and after that a standard HUMANOID exporter is needed.
    After those are operational I'll add ANOTHER tool for baking your own animations.
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Fri Sep 28, 2007 7:10 pm

  • Why not make a complete DPM/SMD exporter?
    field hockey
    User avatar
    leileilol
    Alien trapper
     
    Posts: 299
    Joined: Tue Feb 28, 2006 10:00 pm
    Location: pole vaulting

Fri Sep 28, 2007 7:19 pm

  • This is fantastic. Thank you! :D :D
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Fri Sep 28, 2007 7:31 pm

  • leileilol wrote:Why not make a complete DPM/SMD exporter?

    Various SMD exporters have varying degrees of support for Mesh, Skeleton, Animation and Physics. Writing a true SMD exporter would take much more than 2 days.
    Also, a perfect SMD exporter still leaves a lot of zmodel configuring, and Nexuiz specific up to the user. The Blender template with all animations would be very complex and, hence, very delicate.
    My approach was to make a simple tool specifically for the jobs of Making weapons and making characters. I'm keeping it simple and effective.

    Before yesterday Ii never programed in python so why don't you give it a shot?
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Sat Sep 29, 2007 1:12 pm

  • Great stuff, easy exporters will make adding much needed content less bothersome.
    Taiyo.uk
    Alien trapper
     
    Posts: 436
    Joined: Mon Apr 17, 2006 8:48 pm
    Location: Reading, IN-GER-LUND!!!

Sun Sep 30, 2007 1:37 am

  • I bolted on the XreaL md3 exporter so the weapon export script will be done soon. :D
    I have offset and scaled the md3 export module to match the humanoid models i.e. it is setup to export v_crylink.md3.
    The ground model seems to be self animated so if you overwrite g_crylink.md3 it will not spin (and it would be slightly buried in the ground) .

    :?: I need to know which frames the weapon spin animation is read from. Please help.

    Here's what md3 export outputs from crylink.blend:
    Don't move anything around and it would fit in the model's hand perfectly.
    Image

    First person perspective is also OK out-of-the-box. I just need to sort out the ground animation.

    Image
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Sun Sep 30, 2007 1:49 am

  • ihsan wrote::?: I need to know which frames the weapon spin animation is read from. Please help.

    Afaik there's a flag in the md3 model format that causes the model to spin when it's enabled. There's no "real" animation involved, it's hardcoded in the engine.
    User avatar
    KadaverJack
    Site admin and forum addon
     
    Posts: 1102
    Joined: Tue Feb 28, 2006 9:42 pm

Sun Sep 30, 2007 5:23 am

  • grab modeltool from the DP SVN repos and patch you model with one of the following:

    Code: Select all
    EF_ROCKET       1                       // leave a trail
    EF_GRENADE      2                       // leave a trail
    EF_GIB          4                       // leave a trail
    EF_ROTATE       8                       // rotate (bonus items)
    EF_TRACER       16                      // green split trail
    EF_ZOMGIB       32                      // small blood trail
    EF_TRACER2      64                      // orange split trail + rotate
    EF_TRACER3      128                     // purple trail


    Great job on the exporter btw!
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Sun Sep 30, 2007 1:55 pm

  • Get the BETA here:
    http://xoopstuner.com/nex/Blender-Nexuiz-weapon-export-beta.zip :D :D

    This overwrites the pre-alpha. You can delete the nexweapon folder once you 'upgrade'

    Thanks tZork and forTe (of blenderartists.org)

    Nexuiz weapon exporter Export options:
    'Screen weapon Model (zym)'
    'Ground weapon Model (md3)'
    'Player weapon Model (md3)'
    'All weapon Models (zym & md3)'
    'Dump MD3'
    'Dump rotating MD3'
    'Dump SMD'
    'Dump ZYM'

    This script is my one click solution to getting your blender models into Nexuiz. Exporting a weapon model was never so quick and easy! :D
    It applies the necessary transformations automatically when exporting but if you want to manually apply transformations dump your files instead.
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Sun Sep 30, 2007 7:29 pm

  • now that is some serious good work you've done there. please keep it up
    dfkgmasdfnasodrg
    Alien
     
    Posts: 153
    Joined: Sat Mar 04, 2006 4:21 pm

Mon Oct 01, 2007 4:19 pm

  • Cool. Stuff.


    Cool Stuff.
    User avatar
    SavageX
    Site Admin
     
    Posts: 442
    Joined: Wed Mar 01, 2006 9:34 am

Sun Oct 07, 2007 11:01 pm

  • Open Arena has some really good models (especially the ones wearing bikinis) so just to test out the script I exported the OA Shotgun. It looked so cool that I dropped on a bumpmap and this was the result:
    Image
    Image

    The object centers were off a bit so it looks like my script needs work :(
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)

Sun Oct 07, 2007 11:58 pm

  • I took a look at a youtube video of Open Arena just now. To be fair, their weapons do look a lot better than the one in Nekuiz, generally. Their gibs look better, too. Very nice blood splattering all over the place type effect.

    All that said I've never really been a big fan of the Quake 3 gameplay. It'd be cool to have options to use some of the Open Arena models etc. in Nexuiz though.
    User avatar
    bengreenwood
    Advanced member
     
    Posts: 67
    Joined: Sat Sep 29, 2007 4:47 am

Mon Oct 08, 2007 12:06 am

  • What's gotta happen is that you guys that know about all of this modelling stuff need to start releasing these to the public! :p
    Image
    Cream
    Member
     
    Posts: 24
    Joined: Fri Mar 30, 2007 2:19 pm
    Location: Miami, FL

Mon Oct 08, 2007 12:24 am

  • bengreenwood wrote: It'd be cool to have options to use some of the Open Arena models etc. in Nexuiz though.


    They legally can, but SavageX and I have a thing of respecting eachother's game identities. :P

    One of my biggest issues of contributing to Nexuiz was the SMD format I couldn't export to for players. At one point I wanted to do a total manga makeover of the entire character roster to emphasize a new style.
    field hockey
    User avatar
    leileilol
    Alien trapper
     
    Posts: 299
    Joined: Tue Feb 28, 2006 10:00 pm
    Location: pole vaulting

Mon Oct 08, 2007 1:26 am

  • leileilol wrote:They legally can, but SavageX and I have a thing of respecting eachother's game identities. :P

    What shocked me was how much better the weapon looked with bump and gloss. Whoever made these models are very good at keeping polycount down. I don't want to have to chose between pretty artwork and a pretty renderer.

    leileilol wrote:One of my biggest issues of contributing to Nexuiz was the SMD format I couldn't export to for players. At one point I wanted to do a total manga makeover of the entire character roster to emphasize a new style.

    Player model exporter is my next project.
    User avatar
    ihsan
    Alien trapper
     
    Posts: 305
    Joined: Fri Mar 03, 2006 3:33 pm
    Location: Trinidad (Where Obama met Chavez)



Return to Nexuiz - Editing




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest