Renzatic on 12/12/2012 at 19:10
Think it could be a settings conflict somewhere? If he hasn't done much customizing, I'd suggest he delete his %appdata%/blender foundation folder, fire up Blender, then reinstall the plugin.
sNeaksieGarrett on 12/12/2012 at 21:13
But that's just it - I fixed the paths and that's when I got the new error. However, I just now tested trying to check the box in blender again, and got the errors again. I'm not sure they are the same though. I didn't look through them but the last one ends with "ValueError: Invalid \escape: line 4 column 26 char 73"
However, keep in mind I'm using 2.65 and not 2.64a, although I had run into error messages with 2.64a as well. It may be that I need to just fix the paths and test that one again. I think renzatic is on to something though, so I'm going to try deleting the Blender Foundation folder and starting over from scratch, of course making sure to redo the paths.
EDIT:
No dice, still doesn't work. This time I used blender 2.64a. Here's what I did:
1.) Deleted darkexporter plugin directory from scripts\addons
2.) Reloaded blender 2.64 for the heck of it
3.) Closed blender, went to my Roaming directory and deleted Blender Foundation
4.) Tested blender to see if it still worked, of course it does
5.) Re-extracted darkexporter to scripts\addons
6.) Tried to reload the darkexporter, still no checkbox and got the following errors:
[ATTACH=CONFIG]1545[/ATTACH]
Wow this is inconsistent. I just tried re-opening blender and checking it again, only this time I'm getting "ImportError: cannot import name helper" regarding darkexporter.py
Okay, it looks like it only does the import error if I try enabling dark exporter a second time with blender still open. If I close and re-open blender, I get what's in the screenshot and not the importer error. :confused:
Elendir on 12/12/2012 at 21:44
The problem is with the config file itself. You don't need to delete any folders or reunpack Dark Exporter nor any other such voodoo things. :rolleyes:
Can you send me your config file?
Don't copy and paste the contents, send the file as attachement.
sNeaksieGarrett on 12/12/2012 at 21:47
I don't see how that would help? It's exactly as I posted before, just with two slashes this time and not just one slash. I'm sorry if it seems silly to you to do those steps, but it doesn't hurt to start over from scratch. I did have a suspicion that it's a pathing issue though. I can also assure you that n3ds2e and bsp are in the folder I specified. I checked. Perhaps the paths are too long, or maybe I need to put those files into the thief directory instead of in completely different places?
Edit: Gah I fail at reading. How embarrassing. I missed the bit about every sub folder needing double slashes. I'm just so used to one slash and it doesn't make sense why it needs to be like that either. I just thoguht the initial piece of it needed to have two slashes. In addition to that, I forgot one slash in one of the paths. It's like programming class where one minor thing such as a semicolon or slash makes your code fail to compile and when you finally discover the error you feel embarrassed and dumb. :P
In any case I've got it sorted now. Sorry for all that. By the way I fixed it for both 2.64a and 2.65, and the exporter appears to function thus far in 2.65.
R Soul on 19/12/2012 at 22:26
Slight bug with material transparency - values of 0 and 1 don't lead to corresponding values in the e file. Low values are a bit strange too. Setting it to 0.01 in Blender leads to a value of 0 in the e file. 0.02 becomes 1, a pattern that repeats until 0.05.
I noticed this because I'm using a little transparent cube to offset the centre of an object so I can sink int into a sloped roof without it vanishing. If it's not a simple fix I'd say it wasn't important, and this post can just be advice for anyone else who has trouble.
Elendir on 20/12/2012 at 08:42
Yes. It's a bug.
It's very easy to correct it, but you'll have to wait for the new realease a little bit. I'm currently working on a new feature to include in the next version. It's a request from one of the users. I hope to upload it to Sourceforge by the end of the month.
If you want, I can send you a short PM on which lines in matdecoder.py should be changed.
R Soul on 28/4/2013 at 19:00
Bump.
I'm still finding this a useful tool. I have another suggestion - copy textures to obj\txt16.
Daraan on 17/12/2013 at 20:29
I just tried to export a to big model and had to abort. Ctrl+C
In this case temp files are not deleted.
Still nice tool :thumb:
Daraan on 4/1/2014 at 14:01
Today I had again a problem with materials double appearing in the e file. I saw this more than once without problem but today when I checked my model in DromEd the DBSide part was just jorge. Creating new materials helped that the texture shows up in DromEd. Since I want this material to be phong I try to edit the e file manually but maybe you can take a look.
Here is a copy if the analysis and e file parts from the console.
--------------- ANALYSIS ----------------
Read from E file:
('DBookBrownDB', '', 'DBookBrown.p', '0', '', 'NO_DBL')
('DBSide', '', 'DBookSide.pn', '0', '', 'NO_DBL')
('DBSideDPage2', '', 'DBookSide.pn', '0', '', 'NO_DBL')
('DTextDPage2T', '', 'DPage2Text.p', '0', '', 'NO_DBL')
('DBindingDBin', '', 'DBindRed.png', '0', '', 'NO_DBL')
------------- EDITING E FILE ------------
Mod_line: 1,"DBookBrownDB",PHONG,TMAP "DBookBrown.png",1,TRANSP 0;
!!! Warning: No matching Blender material for DBSide (E file)!!!
!!! Warning: No matching Blender material for DBSideDPage2 (E file)!!
Mod_line: 4,"DTextDPage2T",PHONG,TMAP "DPage2Text.png",1,TRANSP 0;
Mod_line: 5,"DBindingDBin",PHONG,TMAP "DBindRed.png",1,TRANSP 0;
R Soul on 4/1/2014 at 20:39
For each material you need to select all faces it's applied to, then go into the UV window and select the image.
Example:
Inline Image:
http://i912.photobucket.com/albums/ac326/rsoulinternet/Dromed/blenderuvtex_zps61fff090.gifYou don't have to edit the e file to get smooth shading. In Blender go to the Materials tab, find the Specular section and select Phong from the menu on the right. The default is CookTorr but any value other than Phong will make it use flat shading. You can only do this when you follow the example in the screenshot (UV textures match materials).