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  1. That isn't one of the scripts I maintain. Mine only deal with LWO and ASE, not MD5. Updating this script to work with Blender 4.2 and integrating it into the LWO/ASE add-on ought to be possible of course, but I don't know how much work is involved (and I know next to nothing about armature animation in either Blender or TDM/D3).
  2. I tested this addon for importing and exporting md5.mesh and md5.anim in Blender: https://github.com/KozGit/Blender-2.8-MD5-import-export-addon It works with Blender 3.6.15 which is the latest version in the 3.0 series. It doesn't work with Blender 4.2. It seems that the culprit is the change in the 4.0 series from bone layers to bone collections. Here's an updated .blend file with male NPC animations. .blend file with a female model Like before: use armature_control to animate the model when you're done, select the tdm_ai_proguard armature object and Bake Action to Pose; select Visual Keying for the exporter to work you need to select both the tdm_ai_proguard and a mesh object that's being animated, e.g. proguard_armor
  3. One more thing I noticed is that there is a tab in Object Properties where user can specify type of geometry for each object individually. This setting will override global export setting. This way one can export multiple objects at once, each as a different type.
  4. Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
  5. That's the idea. BSP should be simplified when compared to the visible geometry. But if it's too simple, then the visible geometry has to conform. I always looked for a way of building less boxy, angular maps and more organic ones. Keep in mind that those are experiments. I'm looking for the limits of the engine, I'm not saying that the whole map should be this complex. I also think that with this script, building in Blender is a viable option. Back in the Blender 2.7 days I remember I had to use two scripts - one for exporting to Quake .map and one to convert to a Doom 3 .map format. And the geometry would drift apart. It was pain in the ass. This is better.
  6. @kingsal Just be careful, or you might get the NPCs confused. Here I just added "simple deform" modifier in Blender to taper the tower. I think the step at the top is too tall. I recently saw NPC falling to his death in similar fashion in one of the missions.
  7. Turns out long material names will be cut short on export... Anyway, I made a simple staircase generator in Blender's "geometry nodes": darkmod_stair_tool_v1.00.blend It's probably best to stick to multiples of 4 (step count) for nice round values of the diameter. set values apply the modifier separate as objects by loose parts export stairs as "brush", side walls as "shell", top and bottom as "walls" Here in the video side walls were exported with "walls" option, that's why they look like this.
  8. I tried it and it's much nicer to work with this version of the addon and Blender 4.3 than it was a decade ago with the old ones. At first I thought it won't work at all, because the .zip file couldn't get registered in Blender. But I installed just the .py file and it worked. Then I had to find out which settings will work. Flags needs to be set to "Quake 2". It adds "0 0 0" at the end of every line, who knows what for. Without it, it won't load into Darkradiant. Object types / Mesh set to "Brush" when exporting full brushes. Each polyhedron needs to be a separate object in Blender. When exporting flat faces, then the faces can be connected and part of the same object. In that case set either "Shell" or "Walls" — that will extrude them automatically. It's best to snap everything to grid in Blender and leave Grid set to 0. When you use higher values, the addon will try to snap brushes to grid which can cause misalignment on complex geometry. Put the name of the Darkmod material in the material slot: EDIT: One more thing I noticed is that there is a tab in Object Properties where user can specify type of geometry for each object individually. This setting will override global export setting. This way one can export multiple objects at once, each as a different type. From the exporter's page:
  9. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  10. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
  11. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
  12. Thanks for testing. I don't rigorously re-test with every new Blender release because most Blender releases don't break the export scripts, although some do obviously (particularly when they make huge changes like removing the whole Autosmooth function). Yes, the scripts aren't particularly good at reporting errors unfortunately. I should probably fix that when I have time. By the way, it's LWO — LightWave Object — not IWO.
  13. Thanks for this. Btw, the very fine ASE exporter for Blender is also working with the new Blender 4.2. In my experience, if Blender gives you an error on export, check that the materials are correctly applied and that the UV map is good. If it still fails, check the object data properties and delete the VertexColourMap attribute (if there is one). That usually fixes it for me. Blender models made from scratch do not have that attribute set by default, so it isn't usually an issue. Note that if you import LWO models from Darkradiant to edit in Blender, that they will have a VertexColourMap. Just delete that or your ASE export will fail. Also the imported LWO models often (always?) have duplicate vertices that will need to be deleted in Blender (just select all, hit m and merge by distance).
  14. I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
  15. You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/ Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
  16. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  17. I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
  18. It's nowhere near as easy as you think, and there's no way in hell you can do it in bash. Sure, you can try something really simple and obvious like grepping for the material name and then grepping for the word "diffusemap" and hoping for the best, but it won't work. Materials and other declarations are complicated. They have a large number of keywords which can appear in an arbitrary order, they have nested blocks, they have math expressions, they have quoted strings and comments (including multi-line C-style comments) which might themselves contain keywords or even entire commented-out definitions. I actually started writing a new material parser in Rust, with the intention of creating a command line tool which could answer queries like "Get me the path to the diffusemap for material textures/common/blah" so it could be used as a back-end for the Blender import/export scripts. I started out by trying simple text searches and quickly realised that it wouldn't work. In order to parse anything you have to parse everything. That project has been going on for over two years and it still doesn't parse all of the TDM materials (and that's just materials — it doesn't even touch skins, model defs or any other kind of decls which you will need to parse if you want to determine the complete set of assets used by a map).
  19. Sure! [[FAQ#Troubleshooting]] the link to the forum is wrong, change it to https://forums.thedarkmod.com/ (or use same value as set for variable "Discussion forum" in the wiki menu instead) This seems important and has been on my list for a long time. The following changes are small but should be uncontroversial: * [[The_Dark_Mod_-_Compilation_Guide]] "Linus distro" -> "Linux distro" * [[The_Dark_Mod_Gameplay]] in section See Also, add a link to [[Bindings and User Settings]] * [[Bindings_and_User_Settings]] change "DarkmodKeybind.cfg" to "DarkmodKeybinds.cfg" * [[Installation]] add definitive article to the first two bullet points. * [[Installation]] "When the game doesnt start the first time, the game create logs." -> "If the game doesn't start the first time, the game creates logs." * [[TDM_Release_Mechanics]] "will be heavily changed of even removed by" -> "will be heavily changed, or even removed, by" * [[TDM_Release_Mechanics]] "links to bugtracker as especially welcome" -> "links to issues in the bugtracker are especially welcome" * [[Fan Missions]] change the redirect (from the category) to the article [[Fan Missions for The Dark Mod]] * [[FAQ#What_is_The_Dark_Mod?]] create a sub-header "Which license does TDM use?" and link to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt I would have linked to https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support from [[Bindings_and_User_Settings#Gamepad_Default_Bindings]] when I learned about it in January and I noticed it was missing from the wiki article, but the article has since been updated (by you, actually) in April.
  20. It's unfortunate. Hopefully someone can fix that. Blending terrain materials to export from Blender is a snap and looks really smooth. The alternative of using the edge (alpha) patches in DarkRadiant is tedious and doesn't look as good.
  21. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  22. @Marbrien please use spoiler tags As to your questions:
  23. Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
  24. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  25. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
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