Elendir on 6/12/2012 at 23:13
Quote Posted by R Soul
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:
:thumb:Yes. You're right. 3DS module links the material name with the image name and truncates the result to 12 characters. The log clearly shows that there are two different texture names: m0WHLIGHT.pn and m0WHLIGHT.gi. It happens because you toggled PNG-> GIF conversion. This conversion works fine as long as the texture name doesn't include extension. Just as you said the workaround is to use names long enough or avoid the PNG -> GIF option (and JPG -> PCX) if the texture names include any part of the graphic file extension.
I'll try to think of a way to solve this problem in the next release.
Elendir on 8/12/2012 at 17:05
Dark Exporter 2.3 published!
Lists of changes in 2.3:
* New option in Export Window for automatic deletion of temporary files (E, E_ORG, 3DS)
* Bug fix for renaming graphic file extensions (PNG->GIF and JPG->PCX). Under certain condition the renaming was reporting error. Solved.
NOTE! In order to upgrade from previous version you have to delete configuration file. Activating new plugin will recreate config file for you. Remember to customize paths afterwards.
The bug fix requires your testing. Let me know if anything goes wrong.
Daraan on 8/12/2012 at 17:41
Download: check
Install: check
models waiting to be exported.... to many
Thank you very much. No more deleting the .e files and stuff ahhh nice.
:thumb: great work
Again an idea.
Since 1.19 PNG -> PCX is not very much use.
But what about a JPG -> PNG conert?
Elendir on 10/12/2012 at 09:51
Quote Posted by Daraan
Again an idea.
Since 1.19 PNG -> PCX is not very much use.
But what about a JPG -> PNG conert?
In Blender 2.63 developer's dropped support for GIF images. The whole idea behind introducing "conversion" of graphic formats was to bypass that limitation. Patch 1.19 had finally solved the problem, so the renaming option is maintained mostly for those who still want to work on models for 1.18.
And by the way, calling it a conversion isn't really right. It's basically a simple renaming of extensions. In one of the previous versions of Dark Exporter I included a real converter, but it's not used anymore.
According your question on JPG->PNG. Can you be more specific? Why would you like to do that?
Daraan on 10/12/2012 at 11:58
I and I bet some other use JPG textures in blender. To get it ready for thief I have to convert it to PNG or dds, whatever.
Since blender can also do that image export it would be cool if your exporter could convert JPG textures to PNG and put it in the outputfolder,
Elendir on 10/12/2012 at 12:49
Quote Posted by Daraan
I and I bet some other use JPG textures in blender. To get it ready for thief I have to convert it to PNG or dds, whatever.
Since blender can also do that image export it would be cool if your exporter could convert JPG textures to PNG and put it in the outputfolder,
Ahhh, I get it. I was so happy that in 1.19 they've included support for PNG that I switched to PNG in Blender and didn't use any other format (except for some tests and hi-res projects not related to Thief). I completely forgot JPG was still not supported. Hopefully they're gonna add this feature in 1.20, if we can count on any updates ;-)
It's possible to do such a thing in Blender (copying textures to txt or txt16 subfolder in thief directory with automatic conversion of JPG to PNG. I would consider it as a feature request for some of the future releases.
sNeaksieGarrett on 12/12/2012 at 04:36
I have blender 2.65. I applied this and the addon checkbox works only if I haven't edited the .txt file. Once I've customized the paths and restart blender and try to activate the checkbox again, nothing happens. If I take a look at the console window, I get a bunch of error messages related to python files.
I tried going to File>Export before editing the .txt file. Doing this works, but I bet it will break as soon as I try to save because the default paths in the .txt are invalid.
Just tried it in blender 2.64a, same errors.
Elendir on 12/12/2012 at 09:16
Hi,
It would be a lot easier if you could paste here the contents of your config file and the console output.
DE's proved to work just fine with 2.64a. Blender 2.65 is very new, but I haven't noticed any problems so far.
sNeaksieGarrett on 12/12/2012 at 17:18
darkexporter config file:Code:
{
"autodel": false,
"bin_copy": true,
"bsp_dir": "C:\Games\Thief Utils\ObjectTools",
"bsp_optimization": 3,
"centering": true,
"jpg_conversion": false,
"n3ds2e_dir": "C:\Games\Thief Utils\ObjectTools",
"png_conversion": false,
"selection_only": false,
"thief_dir": "C:\\Games\Thief2v119\Dromed2"
}
Picture of errors in console:
[ATTACH=CONFIG]1542[/ATTACH]
Ah crap, I just realized my mistake. I forgot to add the extra backslash in the path directories as you can see above.
edit: actually, that didn't fix it. I added the extra backslash, still got errors. :erg:
Looks like the errors are a tad different though:
[ATTACH=CONFIG]1544[/ATTACH]
Elendir on 12/12/2012 at 18:50
Yes, you should always enter double forward slashes in paths (for every subfolder). Therefore your config file should look like this:
Code:
{
"autodel": false,
"bin_copy": true,
"bsp_dir": "C:\\Games\\Thief Utils\\ObjectTools",
"bsp_optimization": 3,
"centering": true,
"jpg_conversion": false,
"n3ds2e_dir": "C:\\Games\\Thief Utils\\ObjectTools",
"png_conversion": false,
"selection_only": false,
"thief_dir": "C:\\Games\\Thief2v119\\Dromed2"
}
Your first screenshot is explicitly showing that the problem was with the path string. Also remember that after editing config file you should always reactivate Dark Exporter in Addons Window in User Preferences.
The second screenshot is showing a different error message. The biggest part of the log is indicating a problem with json module which is responsible for reading your config file. I guess something is still wrong with it.
At the very end of your log there's one more special message:
Code:
cannot import name (python module name)
It's related to a problem I came across a few times, but usually during development. The weapon here is to restart Blender. See if helps. Treat it is as a hint in case that kind of error shows up anytime in future.
But first you have to make sure your config file is in order.