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mmij

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mmij last won the day on August 16 2020

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About mmij

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    Vietnam
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    Education, Storytelling, Philosophy, and about a million hobbies.

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  1. Hello again.
    Thanks for the commit. I changed the lines as you noted. But now I see this error:

    <Traceback (most recent call last):
      File "/home/jimm/.config/blender/2.82/scripts/addons/io_export_ase-2.py", line 1001, in execute
        bpy.ops.object.select_all( action = 'DESELECT' )
      File "/usr/share/blender/scripts/modules/bpy/ops.py", line 201, in __call__
        ret = op_call(self.idname_py(), None, kw)
    RuntimeError: Operator bpy.ops.object.select_all.poll() failed, context is incorrect>

    I can see by you board activity that you're busy, and I'm just trying to learn how to export from Blender into DarkRadiant right now, so this isn't really of the greatest importance. I don't want to impact your schedule too much.

    1. Show previous comments  5 more
    2. OrbWeaver

      OrbWeaver

      You shouldn't need any external packages installed, no. The only dependencies for the script are Blender and its in-built Python.

      Looking more closely at the error message, I wonder if we might be barking up the wrong tree with Blender and Python versions, and this might perhaps be related to the current configuration of the Blender project/GUI. When you do the export, are you in Object or Edit mode? Does it help if you switch modes before running the exporter?

      If this doesn't make a difference, would you perhaps be able to record a desktop video of the problem, starting with creating a simple object in Blender and then trying to export it? Perhaps this will reveal if something is wrong in your project which might break the script.

    3. OrbWeaver

      OrbWeaver

      I just tested and I can reproduce the error if I try to export from Edit mode rather than Object mode, so I have high hopes that this will solve the problem.

      This is arguably still a bug in the script though, since it should handle the situation gracefully either by changing modes or by showing a user-friendly error message indicating the problem, rather than a meaningless Python stacktrace.

    4. mmij

      mmij

      Thanks for doing the testing. I tried changing modes and it worked great. Thank you. I would have never thought of that.
      When I was attempting the export, I was following the instructions from the Wiki--cause I really have no real idea of what I'm doing in Blender yet.
      Now that you've cleared things up, I can get back on trying to build some models for a mission.
      Great work and thanks again.

  2. Greetings and salutations.

    I have a question for you, if you don't mind too much.
    I tried to use your script, io_export_ase.py for Blender 2.82 on Linux. I got an error on export in line 957 "in exexcute start = time.clock ()
    AttributeError: module 'time' has no attribute 'clock'"

    I'm not a programmer or scripter, but I'm good at following directions. What could be the issue and what can fix this? And if that's too much for your schedule right now, could you help with some pointers?

    Thanks.

    Blender-debug.txt system-info.txt

    1. OrbWeaver

      OrbWeaver

      Thanks, that should be fixed in Git commit 7012b87d83f7d0.

  3. I have been hitting my head on this for days. I can't get the speaker to play any sound (custom sounds or TDM standalone sounds) using either right-click "create speaker" or "create entity". I made a sndshd file with my custom sound and a text file with the sound as a wav and ogg --neither worked. So I made a speaker using the create speaker, and still have no sounds. My debugging info says that the default cannot be found. Any ideas, please? I'm runing DarkRadiant 2.9 on Linux Mint x64 and TDM 2.8 mmij-nosound.txt
  4. Found the solution to the issue by accident. One or more of my libraries were outdated/corrupted (not sure which, moxy didn't say), did a system update and restart. Now it works. I have a strange error that I never had before. I can set a brush to a function static and make a perfectly standard door. But if I try to make a brush into a sliding door (using either the premade default or modifying the parameters of a default door) then the door goes +X+Y+Z whenever it's opened. This doesn't change if the tranlation direction is set to a different value. I've tried this on a
  5. Here's a weird one. I can make a brush into a standard mover door and it works. But if I try to make a brush into a funcstatic door that translates, it shoots off (literally at high speeds) towards +x+y and sometimes also +z. I'm baffled. I followed the tutorials on Wiki just in case I'm missing something, but it's so simple, it appears I'm not. Has anyone else ever seen this?
  6. Yeah, it's still blocked. You gotta love communism! Of course socialist Russia is just as bad (I was there for three years from 2015 and on) for doing this. But aside from things live Voice of America, BBC, and AP News--sites you'd expect--they also block the oddest ones as well. I noticed that for bulletin boards and forums, it just takes one comment being noticed and disliked, and then BAM! The whole site is blocked. So I guess that's what happened here. It just caught me by surprise. (Who is the rapscallion who voiced slanderous commentary and caused issue `tween TDM and an ASE
  7. Oddest thing happened. For some reason, I can't access the forum or the Wiki anymore--and this is only for things related to TDM. I tried opening in another browser, no go. Attempted thru a VPN, nothing. Only thing that works is on my mobile or by using Tor. (This just started sometime earlier this week. ) I'm wondering if it's because I'm in Vietnam, they do block a lot of sites and addresses--sometimes randomly. Has anyone else had weirdness like this before? -mmijimm
  8. Nice mission and good story. I have a framerate issue too, a lot of shaking and jerkiness. I'm stuck:
  9. I get the feeling there's a belief that creating a structured tool means enforcing strict rules and badgering people into compliance. But that's the opposite of what was proposed. I think the term 'peer review' sent some people into thesis-defense flashbacks. Whether it's for a history, geography, or even file naming conventions, structure is a tool that you can pick up and use, or leave lying on the bench. As it has been stated, not all mappers might want to use a tool or participate in its creation. That's fine. So I'd like to put something back on track. The question
  10. Don't worry it won't if people behave, and I think in this forum people will. That was specified in the preamble of the SOP outline. For text like this, where there is only a day and month, there's not really much that's applicable to a world timeline unless this same information has been used by parallel creators in other missions. From what's posted here, it seems pretty nonessential to the initial project. ______________________________________Now Onward To start a histrorical timeline, you first need the large canonical events to place as markers. After that
  11. In a collaborative story, there has to be a trade-off. You and your partner agree to allow leeway in one area by putting some firmer measures in another. What the SOP proposes is to make a map and history from cenus. Everyone has a say, and the results would be freedom within a clarified and adaptive structure --not a rigid one. One problem with a creative group endeavor is that people don't always know when they're pushing the envelope too far. People on the forum want their projects to be DARKMOD PROJECTS. They like to be creative and innovative, but they also don't want to end up acc
  12. (After reading everything, I wanted to put in my two-cents and see how everyone feels about structuring a procedure for the history and geography.) Outline for SOP'ing Historical and Geographical Records This idea we're discussing is something that has been scratching around my brain like a spider for sometime. I've only been playing for a few months, and recently I've been putting together a mission for submission, but I have been bothered by an undefined vagueness in the history and geography of the DarkMod universe. I looked at t
  13. On a brush there is a different format: ( 0 0 1 -8 ) ( ( 0.0078125 0 0 ) ( 0 0.0078125 0 ) ) "textures/common/caulk" 0 0 0 Again, some numbers I think have to do with texture, but I have no idea what to do with them.
  14. Hello. I know I'm reviving an old topic, but could someone help me out. I want to make several patches by computation for a project. I've been doing my homework, but I don't want to guess at this point. When I open the map file and look at an existing patch, inside a set of parentheses I see the xyz coordinates followed by two more places. What are these places and what do they affect? I think it might be something with the texture, but I'm not 100% on that. My experimentation is not satisying me. patchDef2 { "textures/common/caulk" ( 3 3 0 0 0 ) <---This is patch si
  15. Ignore this. Me dumb. Not can read. I stupid. Hi. I see that the last post on this was in 2014. Will this patch still work with v2.08/64? Is anyone using this now? I've been trying to figure out how to split and cut holes in patches, this looks like it can do the splitting part. Sidenote: I'm on Linux. Under /home/me/.darkradiant there is not a folder for scripts. Do I have to make one? (I installed DR from the package manager.)
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