SMD export script - what is wrong with this one?

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  • 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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    divVerent
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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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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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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.
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    divVerent
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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.
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    divVerent
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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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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.
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    divVerent
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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.
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    divVerent
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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.
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    divVerent
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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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    ai
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Mon Nov 10, 2008 2:21 pm

  • As the exporter worked for me, what is missing in the zymscript? for me it does write the "mesh" and the "scene" lines.

    As for origin, rotate, scale: this should not really be necessary in the exporter, as you should be able to apply a shift, a rotation, or a scale in Blender too.

    If you were referring to the fps and the "noloop" info, you can name your actions so it can find out these values (and also order them the right way).

    I made a list of all action names to use:
    http://www.forums.alientrap.local/viewtopi ... 8610#48610
    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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    divVerent
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  • Only to report that the latest script's release, hl2_smd_mesh_export-multimesh.py, appears to solve the "Non-ASCII character '\xfc'" error.
    Not tested a complete exportation in Nexuiz but the .smd and .zym files have been created.
    Thanks.

    (Ubuntu 8.04 Hardy Heron, Blender v2.48a, Python 2.5.2.)
    Ubuntu on Athlon XP 3200+ (2.2 Ghz) and ATI Sapphire 3850 HD, 512MB (no nVidia AGP+HD available).
    Topics: [Characters] Materials for player models sharing. [Flag] Ensign concepts by your_errors. [CTF] [Records] [Nexuiz v2.4.2] NVFC.
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