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Snehk

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Posts posted by Snehk

  1. I know that this thread is mostly focused on getting LWO and ASE from Blender, but I don't want to make another thread for this one.

     

    I downloaded this https://sourceforge.net/p/blenderbitsbobs/wiki/MD5%20exporter/ and tried to check whether it'd work with Blender 2.80.0 and it didn't. I checked the code block by block in Blender's console, most of which resulted in no errors whatsoever until the menu and registering parts, which throwed up a lot of errors:

     

    def menu_func_import_mesh(self, context):
        self.layout.operator(
            ImportMD5Mesh.bl_idname, text="MD5 Mesh (.md5mesh)")
    def menu_func_import_anim(self, context):
        self.layout.operator(
            MaybeImportMD5Anim.bl_idname, text="MD5 Animation (.md5anim)")
    
    def menu_func_export_mesh(self, context):
        self.layout.operator(
            MaybeExportMD5Mesh.bl_idname, text="MD5 Mesh (.md5mesh)")
    def menu_func_export_anim(self, context):
        self.layout.operator(
            MaybeExportMD5Anim.bl_idname, text="MD5 Animation (.md5anim)")
    def menu_func_export_batch(self, context):
        self.layout.operator(
            MaybeExportMD5Batch.bl_idname, text="MD5 (batch export)")
    
    def register():
        bpy.utils.register_module(__name__)
        bpy.types.INFO_MT_file_import.append(menu_func_import_mesh)
        bpy.types.INFO_MT_file_import.append(menu_func_import_anim)
        bpy.types.INFO_MT_file_export.append(menu_func_export_mesh)
        bpy.types.INFO_MT_file_export.append(menu_func_export_anim)
        bpy.types.INFO_MT_file_export.append(menu_func_export_batch)
    
    def unregister():
        bpy.utils.unregister_module(__name__)
        bpy.types.INFO_MT_file_import.remove(menu_func_import_mesh)
        bpy.types.INFO_MT_file_import.remove(menu_func_import_anim)
        bpy.types.INFO_MT_file_export.remove(menu_func_export_mesh)
        bpy.types.INFO_MT_file_export.remove(menu_func_export_anim)
        bpy.types.INFO_MT_file_export.remove(menu_func_export_batch)
    
    if __name__ == "__main__":
        register()

     

     

     

     

     

    >>> def menu_func_import_mesh(self, context):
    ...     self.layout.operator(
    ...         ImportMD5Mesh.bl_idname, text="MD5 Mesh (.md5mesh)")
    ... def menu_func_import_anim(self, context):
      File "<blender_console>", line 4
        def menu_func_import_anim(self, context):
          ^
    SyntaxError: invalid syntax
    
    >>>     self.layout.operator(
      File "<blender_console>", line 1
        self.layout.operator(
        ^
    IndentationError: unexpected indent
    
    >>>         MaybeImportMD5Anim.bl_idname, text="MD5 Animation (.md5anim)")
      File "<blender_console>", line 1
        MaybeImportMD5Anim.bl_idname, text="MD5 Animation (.md5anim)")
        ^
    IndentationError: unexpected indent
    
    >>> 
    >>> def menu_func_export_mesh(self, context):
    ...     self.layout.operator(
    ...         MaybeExportMD5Mesh.bl_idname, text="MD5 Mesh (.md5mesh)")
    ... def menu_func_export_anim(self, context):
      File "<blender_console>", line 4
        def menu_func_export_anim(self, context):
          ^
    SyntaxError: invalid syntax
    
    >>>     self.layout.operator(
      File "<blender_console>", line 1
        self.layout.operator(
        ^
    IndentationError: unexpected indent
    
    >>>         MaybeExportMD5Anim.bl_idname, text="MD5 Animation (.md5anim)")
      File "<blender_console>", line 1
        MaybeExportMD5Anim.bl_idname, text="MD5 Animation (.md5anim)")
        ^
    IndentationError: unexpected indent
    
    >>> def menu_func_export_batch(self, context):
    ...     self.layout.operator(
    ...         MaybeExportMD5Batch.bl_idname, text="MD5 (batch export)")
    ... 
    >>> def register():
    ...     bpy.utils.register_module(__name__)
    ...     bpy.types.INFO_MT_file_import.append(menu_func_import_mesh)
    ...     bpy.types.INFO_MT_file_import.append(menu_func_import_anim)
    ...     bpy.types.INFO_MT_file_export.append(menu_func_export_mesh)
    ...     bpy.types.INFO_MT_file_export.append(menu_func_export_anim)
    ...     bpy.types.INFO_MT_file_export.append(menu_func_export_batch)
    ... 
    >>> def unregister():
    ...     bpy.utils.unregister_module(__name__)
    ...     bpy.types.INFO_MT_file_import.remove(menu_func_import_mesh)
    ...     bpy.types.INFO_MT_file_import.remove(menu_func_import_anim)
    ...     bpy.types.INFO_MT_file_export.remove(menu_func_export_mesh)
    ...     bpy.types.INFO_MT_file_export.remove(menu_func_export_anim)
    ...     bpy.types.INFO_MT_file_export.remove(menu_func_export_batch)
    ... 
    >>> if __name__ == "__main__":
    ...     register()
    ...     
    Traceback (most recent call last):
      File "<blender_console>", line 2, in <module>
      File "<blender_console>", line 2, in register
    AttributeError: module 'bpy.utils' has no attribute 'register_module' 

     

     

    I'm not an expert of Blender API (in fact, I passionately hated earlier versions of the software), but I know that it was one of the major changes in 2.80.0 and I wanted to ask if the plugin may work correctly after updating this part.

  2. I've got vertex smoothing with the model in the 3D suite, but not in the engine. It must be an exporter problem, as the lwo exporter from wings 3D has no option to export normals. Improved textures for the model are in progress.

  3. It's been quite a while since I made anything TDM related. I'm working on a video game in collaboration with another indie studio, primarily as a modeller.

     

    I thought about starting to work on TDM fan missions again. I'm thinking about a daylight parkour mission.

  4. I thought about checking Raven Software's gui editor's code just to check a few things. I don't like its layout and general clunkiness though, starting it from scratch seems to be a better option for me rather than improving the old mess. I also want to make it fully customizable, give it a full gui script support and IDE like writing functionality with dynamic preview - it'd take an enormous amount of work, but would be just as huge an improvement.

  5. It's been a while since I posted anything here. I was busy with many things.

     

    I decided to abandon the previous project (which was on GoldSource engine) for now, and focus on id Tech 4. I find working with this engine enjoyable, and I tried several engines in the meanwhile (including Godot). My team is gathering back, though still relatively small and busy. And even if it breaks up again, I'd still work alone. Development is one of my passions, and even small additions that don't push things too far are great fun for me. I'm not working on any commercial projects as well and don't care about cutting edge graphics.

    • Like 2
  6. Greetings! I'm interested in writing several plug-ins for Dark Radiant, namely:

     

    WYSIWYG GUI editor with IDE like gui scripter (for those who'd rather write their gui files in code).

     

    Material editor with dynamic preview.

     

    Terrain editor with random generation algorithm (eg. perlin noise), sculpting for hand-crafted terrain, lwo export and ability to convert into brushes or patches.

     

    Vertex painting tool for dynamic, in-editor texture blending.

     

    And possibly more in the future. I'd like to ask if diving into editor's code and checking the in-engine editors and other open source solutions is a good way to begin.

    • Like 3
  7. One could mix it with the good old fashioned word that all Thief fans know and create a spell-taffer, or other combinations/kennings.

     

    I think that maggot would fit with sneaky mage-thieves. It has the same beginning as magician or mage and gets well along other slang words - it comes with a negative notion and such.

     

    R Soul wrote some awesome terms that are definitely worth considering.

    • Like 1
  8. Sounds really great with that robot, and it's awesome that he liked coding!

     

    I started learning C++ when I was 11 or 12. Now I'm learning it again to catch up with latest standards and refresh my memory. Grasping the basic concepts and most of advanced ones isn't that hard, but I do agree that pointers and memory management is one of the greatest hardships in the beginning. It's one of the things that takes a lot of practice, as there are many concepts that can be understood just by reading theory.

    • Like 1
  9. Laying out the basic outline. This is for a current non-TDM related project of which I'm a lead developer. The team had dispersed and I'm basically working alone in my spare time, but I'm too stubborn to just leave it. Things done right now: HUD Design (needs to be brought into the project), menu design (done), base directory structure (done), source code base (done), base ambient sounds (done). It's time to move onward! I'm planning to learn playing an instrument to make soundtrack for the project (I've got the basics of it), but also because it's a neat hobby.

     

    This is the starting area, a stone bridge over mountain valley leading to a haunted, accursed fortress infested with undead and ruled by a husk of a war god. Right now, only the bridge is layed out.

     

     

    c0a0_1.png

     

    • Like 1
  10. Lovecraft's novels (most, if not all of them can be found freely in the web) and Roadside Picnic are just awesome examples!

     

    I don't like overusing gore, ultra darkness, jumpscares or cliche creepy noises/music. I prefer when horror is atmospheric, with good play of light and darkness and great ambience. I love when the story is told using elements of environment and subtle clues, rather than an all bloody monstrosity.

    • Like 1
  11. This is the best advice if you have really decided to use TDM engine: make fan missions first. You'll get much more experience this way and it'll prepare you for development workflow.

     

    I do advise you to check all the possibilities and decide to use The Dark Mod Engine when you are really sure that you want it. There is a lot of tech available nowadays. You're basically a lone artist working on your project, so you may want to reduce the amount of time spent on learning coding and implementing things on your own as much as possible. Some engines are drag & drop + node edititing for game logic (UE4, Unity), and they are probably the most artist friendly engines out there (with not the worst licenses, though UE4 beats Unity in this regard *cough* free and pro licensing *cough*). There is a lot of GPL and MIT technology available as well. It'd be best to check features of different engines and how demanding their workflow is before deciding what to use. Find someone who could help you with programming/scripting and engine preparation.

     

    If you really decide to stick with idTech 4/TDM engine, then I'm sure that people will gladly help you. However, you need to make sure that this is really the engine that you want to develop your project on, otherwise you may regret it at later stages of development when you'll hit a roadblock.

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