seventyfour on 12/7/2011 at 16:49
Is Blender 2.58 officially supported?
Installing the script makes it show up in the addons list under user preferences, but for some reason the checkbox can't be activated. It works fine for other addons I've tried, so I suspect there's some compatibility error with your script alone.
Elendir on 12/7/2011 at 17:21
Quote Posted by seventyfour
Is Blender 2.58 officially supported?
Installing the script makes it show up in the addons list under user preferences, but for some reason the checkbox can't be activated. It works fine for other addons I've tried, so I suspect there's some compatibility error with your script alone.
Nope. I haven't tested 2.58 so far, but I'm gonna download it today (or in upcoming days) and give it try.
seventyfour on 12/7/2011 at 21:28
Thanks, it works for me too now. It's nice to have a conversion solution (although still basic) integrated directly into blender, speeds up the process quite a bit. :D
Is the center of the .bin currently determined by the placement of the blender cursor or the root of the object? In any case it would be nice to have an auto-centering function similar to the one in NVs 3dstobin as a future addition, if you are open for suggestions.
Also, do you have any plans on adding compability for AI meshes in the future?
Thanks again, and keep up the solid work.
R Soul on 12/7/2011 at 21:51
I just did a simple test - a cube with two textures. This sounds like the beginning of a nerdy joke, but the .3ds, the .e and the .bin files all go into the same folder. Would it be possible for the bin file to go in Thief2\obj and the intermediate files deleted or placed elsewhere?
74: I imagine it would be possible. I've already used Blender to export an AI 3ds, using MeshBld (via 3ds->bin) to make it a proper T2 mesh. The current plugin makes use of N3ds2e and BSP, so it shouldn't be too hard to add a bit for MeshBld.
seventyfour on 12/7/2011 at 22:28
There we have a good example where another user option would be nice - I prefer having each incarnation of the file still there, in case I'd need to poke around in the materials. :p
Thought so too about the meshes, just weren't quite sure about what 3ds->bin did for me in the background and if it would be appliable for the exporter.
Elendir: On another note, I have a pretty complicated object that 3ds->bin can handle but that makes Dark Exporter seemingly halt after creating the .e file. Should I send the object for you to look into?
EDIT: Figured out the problem through the console, I had forgot to keep some of the meshes the same name as their object.
Elendir on 13/7/2011 at 08:42
Quote Posted by seventyfour
Is the center of the .bin currently determined by the placement of the blender cursor or the root of the object? In any case it would be nice to have an auto-centering function similar to the one in NVs 3dstobin as a future addition, if you are open for suggestions.
It's not the Blender cursor nor the center of the object. It's determined by coordinates 0,0,0. You have to place your model in 0,0,0. I'm open for suggestions! But...I don't plan to implement any feature to automatically move model to 0,0,0 location because it's the modeler who's responsible for it. There are at least three options in Blender to move the whole model to (or near) 0,0,0.
But thanks for asking this question, because this important information is not included in the official documentation. I will update it!
Quote Posted by seventyfour
Also, do you have any plans on adding compability for AI meshes in the future?
Since Dark Exporter is an intermediate system for N3ds2e.exe and BSP.exe it should be possible to implement a reference to one another external program MeshBld.exe. I plan to implement it in future. Currently however I'd like to make sure that regular objects are exported properly.
Quote Posted by seventyfour
Thanks again, and keep up the solid work.
Good to see another Blender fan over here!
Elendir on 13/7/2011 at 08:44
Quote Posted by R Soul
I just did a simple test - a cube with two textures. This sounds like the beginning of a nerdy joke, but the .3ds, the .e and the .bin files all go into the same folder. Would it be possible for the bin file to go in Thief2\obj and the intermediate files deleted or placed elsewhere?
Exporting all files to one common folder was the decision I made in the beginning phase of development. The purpose was to keep all files in one user folder and let the user to copy the .bin file to \obj folder manually when he/she wants to.
However with time I've realized that I was often forgetting to copy bin file by myself which resulted in running Dromed with old objects.
I've already planned to implement a new option in the next release: Dark Exporter will export bin file to \obj folder in the Thief installation directory. In export window user will point to a folder of his own. All four files will be generated in that folder (just as it is now), but apart from that the bin file will be automatically copied to \obj folder too.
Is it OK with you?
Elendir on 13/7/2011 at 08:53
Quote Posted by seventyfour
There we have a good example where another user option would be nice - I prefer having each incarnation of the file still there, in case I'd need to poke around in the materials. :p
Yes! Having all four files in one folder is crucial, although there's not much you can do with materials by yourself. All the things like self-illumination, transparency etc... can be done right in Blender. This was one of the reasons I wrote that piece of code.
I think the answer I gave (above) to R Soul is addressing your request too. BIN file will be copied to \obj folder as an extra operation. All other files (including bin) will be copied to the folder chosen by user.
R Soul on 13/7/2011 at 18:42
Quote Posted by Elendir
Is it OK with you?
Yes, that would work fine. It's unfortunate that the current version of Blender does not seem to be willing to read .gif images.