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Blender ImportExport Script


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#21
J1nX

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Thanks for the tip NewByPower (and to kzelsama as well), "Bone Weight Copy" option did the trick!
The only problem i'm having now, is that my moded torso seems to be slightly brighter than the rest of the body :unsure:

thanks again!

Edited by J1nX, 23 December 2009 - 11:13 AM.


#22
NewByPower

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@ J1nX: If the britgh is in Blender, check yours materials : two different are probably used and assigned to your model's faces.
Blender materials are not used in replace models, the new mesh using the original material for DragonAge ( it replace only the mesh ).
If the bright is in the game, check the textures...

#23
J1nX

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Its ingame, but its not the texture (my texture doesn't have any visible seams)...
Maybe its because the mesh isn't being smoothed correctly in places where 2 separate meshes meet and thats probably why the highlights don't match.
here are some previews (NSFW):
http://www.dragonage...file.php?id=417

#24
kzelsama

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The script bugs whenever I use any subdivide edge tool to cut 2 edges of the same face at the same time. It crashes on Preparing Vertices. Here's the output window:

Posted Image

Also, it seems the script doesn't release the lock on the .msh it exported to after it's done, meaning I have to close Blender to be able to edit it.

Edited by kzelsama, 24 December 2009 - 02:12 AM.


#25
jh98105

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I'm encountering problems with executing the msh import script. Blender doesn't seem to be able to find 'BlenderIO.cfg' (line 85). Where should I put this file?

#26
Babooner777

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I'm having the same problem as jh98105

#27
J1nX

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@Babooner777 & jh98105
just copy it together with all other files from this package into the main blender directory (dont use subfolders), works fine for me.

#28
NewByPower

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@ J1nx: The seams between two mesh parts can be erased in using the Export Selection of BIOT 0.11 (Beta at this time).
With it, you can export only parts of meshes, and have coherent tangent space. The trick is a little complex, and I will release a walkthrought on creating my new seamless bodies after the release of Natural Bodies 1.00 ( in one or two weeks ).

@ Kzelsama: Check if you have quad faces ! BIOT 0.10 doesn't like them. And the file is locked because of crash ( file is opened but not closed, i will fix it for next Beta of BIOT 0.11 )

@ jh98105 and Babooner777: BlenderIO.cfg need be placed in the same directory of your Blender file.
J1nx say also another way to fix, but prevent having different configurations for different projects.

#29
J1nX

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Can't wait for the walkthrough! (also I'm still using v10 of your script :pinch:)
You're really keep on pioneering that area of bringing new models into DA even further! (the only "problem" I'm having with it, is that your script uses Blender and i've never worked with it before in my life lol).
Anyway, thanks again and btw, what will be new in your Natural Bodies v1.00 mod?

Edited by J1nX, 25 December 2009 - 09:36 PM.


#30
kzelsama

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It was indeed quad faces, thanks for the help !

Another problem I came across while fixing my own mod : if I use the toolset to change the NAME field of a .msh, the script won't load it anymore, whether I select Import or Export. The file still works with the toolset and in game though. Here's what comes out when I try to open such a file :

Posted Image

The exact line it crashes on varies with models, but it's always somewhere around line 900.




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