Elendir on 4/11/2012 at 16:03
Quote Posted by Daraan
Can you say if it will also be compatible with 2.63?
If have huge problems with 2.64a, can't start it via blender.exe -> crash, 75% for a crash when I import an texture, same when I assign an already loaded texture. So I decided to go back to 2.63
I've done a few tests in Blender 2.63a. I haven't encountered any problems - at least on my side. ;-)
So yes, I can say it's compatible.
Daraan on 6/11/2012 at 12:36
I love you:joke:
great work mate
Elendir on 16/11/2012 at 09:31
Dark Exporter 2.1 published!
Lists of changes in 2.1
* BSP Optimization now ranges from 0 up to 3
* JPG and PNG renaming is now turned off by default (in patch 1.19 it's no longer that important).
* New option of centering the object near its centroid. Very useful if an object is not located near the 0,0,0 coordinates in Blender.
NOTE!
If you use version 2.0 you must delete your current config file (dark_exporter_conf.txt). The new version will create this file from scratch with new default content. Remember to customize the paths afterwards.
Elendir on 18/11/2012 at 12:39
Dark Exporter 2.2 published!
Lists of changes in 2.2
* File exception handling has been improved
NOTE! This time there's no need to delete config file. You just have to overwrite existing python scripts and reactivate the Addon in User Preferences window. Enjoy!
R Soul on 6/12/2012 at 00:09
Hello. I have a few bugs to report.
Setting Emit to 1 does not set the ILLUM value
I edited the config file to set some dirs. I have the game in C:\games\Thief2_119\
I use the built in FM tool to allow me to have my current FM in a subdir, so the Thief path for me needs to be C:\games\Thief2_119\FMs\aaSN, but when I put that into the file, Blender no longer shows 'Dark Engine Exporter' in the Export menu. It's still visible and enabled in Preferences > Addons. When I set it back to C:\games\Thief2_119\, it shows up again.
Since NewDark doesn't care about texture extensions I suppose it doesn't matter, but the png > gif option doesn't seem to work. In one case I had an object with multiple textures but only one of the references was converted, in a second case none of them were.
Daraan on 6/12/2012 at 07:00
I just sometimes have the problem that the exporter uses the .e settings instead of my blender defined ones.
I'm not sure how much that is supposed but maybe an options to use blender options only.
Also is it possible to auto delete the intermediate created files (so no .e .3_org .3ds)?
---
But I never had problems with Illumination
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@RSoul any messages in the console when you start blender?
you wrote the path with double '\\'? If not the exporter might send an error.
Elendir on 6/12/2012 at 11:43
Quote Posted by R Soul
Setting Emit to 1 does not set the ILLUM value
It has never occurred to me. I've just made a simple test on a standard cube and its EMIT value of 1.00 was properly translated to 100 in E file.
I also made a test with your Thief path. It wasn't present on my disk, so Dark Exporter created it on the fly and copied the BIN file right there. No problems.
If you, by any chance, forgot to type double forward slashes (as Daraan mentioned) in the path, Blender should display a verbose development error.
But… I witnessed it a few times. A strange behavior when DE wasn't able to be activated or simply didn't show up in the Export Menu. Simple restart of Blender was always a remedy. Unfortunately I've never found a way to redo this error – it happened only few times.
I've also made a test of changing the extension name from PNG to GIF. It works just fine.
I assume your problem with EMIT value and PNG->GIF translation are happening because you're doing something I didn't foresee. Send over here (or send me a PM) a Blender console output so I could look at it. Maybe I could give you a hand then.
@ Daraan:
Autodeletion of temp files?
Yep. I can add a new option that could take care of it.
R Soul on 6/12/2012 at 15:04
Quote Posted by Elendir
But... I witnessed it a few times. A strange behavior when DE wasn't able to be activated or simply didn't show up in the Export Menu. Simple restart of Blender was always a remedy. Unfortunately I've never found a way to redo this error - it happened only few times.
That must be what I experienced. I tried again today and the exporter remained in the list.
I know what's caused the material Illum and texutre format issues: Short material names. You've probably noticed that when the 3ds is made, the material for each face is the Blender material name + the texture filename, truncated to 12 characters. I tend to use short material names like m0, m1 etc, which means that the 3ds material names are able to include a part of the texture extension. Enabling the format conversion options causes a mismatch between the material names:
Code:
Read from E file:
('
m0WHLIGHT.pn', '', 'WHLIGHT.png', '0', '', 'NO_DBL')
Blender materials:
('m0', '
m0WHLIGHT.gi', 'PHONG', 'Texture', 'WHLIGHT.gif', 0, 100, 'NO_DBL')
------------- EDITING E FILE ------------
!!! Warning: No matching Blender material for
m0WHLIGHT.pn (E file)!!!
Running BSP.exe
It can't find the material so it can't set the Illum property and it can't change the texture format. The solution therefore is for the material name + first part of the texture name to be 12 chars or more, or not to use texture format conversion. :thumb:
Daraan on 6/12/2012 at 16:20
I got that error a few times as well but never thought that the string lenght of matial+text fixes that. Somehow I solved it always but not via renaming.