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Kal Development Discuss, [DEV] Geometry Binary Blender Exporter at Kal Online forum; Swordfish: Geometry Binary Blender Exporter Version 0.0.5 Unstable * Remember version numbers as updates become available to ensure you are ...




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[DEV] Geometry Binary Blender Exporter
 
 
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07-08-2008, 09:47 PM
 
Swordfish: Geometry Binary Blender Exporter Version 0.0.5 Unstable

* Remember version numbers as updates become available to ensure you are using the current release.

Completed Functionality:
  • User Interface
  • Meshes
    • Vertex Formats: 0 to 5
    • Primitive Types: Triangle List
    • Sticky and Per-face UV Coordinates
  • Armature
  • Animations
  • Materials
  • Textures
Incomplete Functionality:
  • Vertex Formats 6 to 12
  • Collision Octree
  • Particle Effects
  • Sound Effects
Installation:
  1. Download and install Blender 2.46+, [Only Registered and Activated Users Can See Links. Click Here To Register...]
  2. Download and install Python 2.5.x from [Only Registered and Activated Users Can See Links. Click Here To Register...] (Windows Users)
  3. Unzip contents of swordfish-vx.x.x-unstable.zip
  4. Copy swordfish_import_unstable.py, swordfish_export_unstable.py, swordfish_gb_unstable.py into your Blender scripts directory.
Usage:
  1. Click File > Export > Geometry Binary Unstable (*.gb)
  2. Add X amount of mesh objects
  3. Click Export
  • When exporting to version 12 you've got to perform an additional step of encrypting the header using swordcrypt or any of it's predecessors.
  • When exporting your own armature creation you've got to follow a certain naming scheme for the bone names. ex. bone.001, bone.002, bone.003, etc. or 001, 002, 003, etc. This does not apply to importing/exporting existing Inixsoft bone files as the importer does this for you.
License:
[Only Registered and Activated Users Can See Links. Click Here To Register...]
Download:

Version 0.0.1 Unstable
  • Initial release
Version 0.0.2 Unstable
  • swordfish_export_unstable.gb code clean-up
  • Fixed bug reading/writing descriptor size for version 8 by not reading/writing collision size
  • Added armature exporting
Version 0.0.3 Unstable
  • Added animation exporting
Version 0.0.4 Unstable (Special thanks to: Gorlian, 007Luk, and Salvation)
  • Fixed import UV coordinate layout
  • Fixed export file writing mode to 'write binary' (cause for the majority of Windows client problems)
  • Fixed exporting vertex weights for versions 10 and lower (may represent new problems)
  • Fixed exporting animations when none are present
  • Added exporting functionality for scale, rotation, and flipping normals (defaults: right handed to left handed)
Version 0.0.5 Unstable Quick Fix
  • Fixed armature exporting
  • Fixed weight exporting
  • Fixed export scale and rotation
Unstable:
This is an unstable branch, meaning, it probably doesn't work and much of the functionality is incomplete (Look for "NotImplementedError" in swordfish_gb_unstable.py). I urge everyone not to redistribute unstable versions as it may result in repetitive bug reports and time wasted.
Testing:
Thorough testing will require you to import your existing *.gb files and/or create new models for export. If exporting succeeds; test by importing your newly created *.gb file. If importing succeeds; test your newly created *.gb file in-game. If you experience any errors along the way; post the error including any existing or newly created *.gb and *.blend files for debugging purposes.
Collaboration:

[Only Registered and Activated Users Can See Links. Click Here To Register...]

[Only Registered and Activated Users Can See Links. Click Here To Register...]

[Only Registered and Activated Users Can See Links. Click Here To Register...]

Last edited by Phantom*; 11-14-2008 at 03:56 PM. Reason: Version 0.0.5 Unstable Released
 
 
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Darky is Everywhere

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07-08-2008, 10:29 PM
 
great! :)

you are the best!!!
 
 
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07-08-2008, 10:40 PM
 
WoW very nice, Thanks soooooooooooo much man really u r the best :happy:
 
 
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07-08-2008, 10:45 PM
 
like i have said before the friends who care must share you Great
 
 
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SwordOnline

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07-08-2008, 10:48 PM
 
Thanks a lot!

First problem: I open the importer_unstable script and execute it, it says check console: and highlights

from swordfish_gb_unstable import *

in red. They are in the same folder, what's wrong?
 
 
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Always Mescafe

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07-09-2008, 01:11 AM
 
is it the armor exporter we were waiting for ?
 
 
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Darky is Everywhere

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07-09-2008, 01:14 AM
 
yes it is
 
 
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Always Mescafe

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07-09-2008, 02:52 AM
 
cool thanks for the release
 
 
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07-09-2008, 06:59 AM
 
I actually don't think this is the armour exporter yet, Sal told me once that he had to place the bones in the meshes himself, I don't see anything about that here. Any more info on this?

Thanks for the release btw :D

Edit: Could someone upload it somewhere else? I have the "you are downloading already" msg for over a week already
 
 
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07-09-2008, 07:20 AM
 
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07-09-2008, 10:06 AM
 
although i don´t have anything to do with blender or any other programs like this i want to say thanks for this release ^^...i hope some people will release sth soon :kisss:
 
 
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07-09-2008, 11:18 AM
 
Hm, I was already working on something (import and edit) I tried to export it, but when I opened it with DA's latests gb viewer, I got "No mesh included" and a black screen. I could export not imported meshes (so completely self made) and import those correctly, but imported meshes export still doesn't work
 
 
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07-10-2008, 03:04 AM
 
It's been long overdue. There is no need to thank me.

Quote: Originally Posted by BjornVH View Post
First problem: I open the importer_unstable script and execute it, it says check console: and highlights

from swordfish_gb_unstable import *

in red. They are in the same folder, what's wrong?
[Only Registered and Activated Users Can See Links. Click Here To Register...] Expand the User Preferences panel and click the "File Paths" button and set your blender scripts directory to where it says "Python" or "Python Scripts" and Press "Ctrl+U" to save your user settings.

Quote: Originally Posted by gorlian View Post
I actually don't think this is the armour exporter yet, Sal told me once that he had to place the bones in the meshes himself, I don't see anything about that here. Any more info on this?
Yes it does. It supports vertex formats 0 to 5 (ie. the amount of bone influences and weights) It's been a desired feature, but to be honest, the majority of you won't be successful at using it. You've got to know your tools. You may attempt by reading [Only Registered and Activated Users Can See Links. Click Here To Register...] and [Only Registered and Activated Users Can See Links. Click Here To Register...] or watching [Only Registered and Activated Users Can See Links. Click Here To Register...]. Blender 2.46 added even more [Only Registered and Activated Users Can See Links. Click Here To Register...] look for terms Armature, Skinning, and Rigiging.

Quote: Originally Posted by gorlian View Post
Hm, I was already working on something (import and edit) I tried to export it, but when I opened it with DA's latests gb viewer, I got "No mesh included" and a black screen. I could export not imported meshes (so completely self made) and import those correctly, but imported meshes export still doesn't work
I've modified mistakes in my Geometry Binary Specification which I don't think DeathArt's viewer addresses. I wouldn't rely on it to be a creditable testing suite. Although that does not rule out the exporter being at fault as it's classified as being unstable. I'm sorry but I can't help you any further without *.gb and/or *.blend files.
 
 
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07-10-2008, 06:51 AM
 
Quote: Originally Posted by Phantom* View Post
[Only Registered and Activated Users Can See Links. Click Here To Register...] Expand the User Preferences panel and click the "File Paths" button and set your blender scripts directory to where it says "Python" or "Python Scripts" and Press "Ctrl+U" to save your user settings.
I just copied the .blender folder from 2.45 and pasted the new scripts in there

Quote: Originally Posted by Phantom* View Post
Yes it does. It supports vertex formats 0 to 5 (ie. the amount of bone influences and weights) It's been a desired feature, but to be honest, the majority of you won't be successful at using it. You've got to know your tools. You may attempt by reading [Only Registered and Activated Users Can See Links. Click Here To Register...] and [Only Registered and Activated Users Can See Links. Click Here To Register...] or watching [Only Registered and Activated Users Can See Links. Click Here To Register...]. Blender 2.46 added even more [Only Registered and Activated Users Can See Links. Click Here To Register...] look for terms Armature, Skinning, and Rigiging.
Cool, just read the wiki on weight paint, I'm going to try today to paint some stuff :D (thanks for giving this, critical, info )

Quote: Originally Posted by Phantom* View Post
I've modified mistakes in my Geometry Binary Specification which I don't think DeathArt's viewer addresses. I wouldn't rely on it to be a creditable testing suite. Although that does not rule out the exporter being at fault as it's classified as being unstable. I'm sorry but I can't help you any further without *.gb and/or *.blend files.
Ok,
I'm also going to test the weapons in-game today. And as for the *.gb and/or .blend, I will send them to you. But I don't think I can help you without another upload (on filefront or something like that)
 
 
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Always Mescafe

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07-10-2008, 06:53 AM
 
we respect ur hard work phantom and thanks again for the release until u make a stable one
 
 
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07-10-2008, 09:20 AM
 
Thanks Phantom :)
 
 
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07-12-2008, 07:02 PM
 
Version 0.0.2 Unstable
  • swordfish_export_unstable.gb code clean-up
  • Fixed bug reading/writing descriptor size for version 8 by not reading/writing collision size
  • Added ARMATURE exporting!
When exporting your own armature creation you've got to follow a certain naming scheme for the bone names. ex. bone.001, bone.002, bone.003, etc. or 001, 002, 003, etc. This does not apply to importing/exporting existing Inixsoft bone files as the importer does this for you. FYI I've noticed that the Inixsoft bone files contain a collision mesh which is currently not supported by the exporter.

For those importing and then exporting, set the importing rotations to 0, disable flip normals, and smooth faces. Atleast until the opposite of those actions are completed in the exporter.

Last edited by Phantom*; 07-14-2008 at 12:45 AM.
 
 
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07-12-2008, 07:17 PM
 
everytime it gets better and better...thx again :kisss:
 
 
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07-14-2008, 12:42 AM
 
Version 0.0.3 Unstable
  • Added ANIMATION exporting!

Now that I've completed the most important of features on my to-do list, I will begin crossing off the minor features and stabilization the code. I've not seen any posts with problematic *.gb/*.blend files so I take it everything is in working order or no one has bothered with it. I would figure with the amount of tools available for this game that it would be one of the most popular amongst these forums. You can do just about anything at this point. Pimp your Kal and lets see some swank ;)
 
 
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07-14-2008, 01:09 AM
 
Thanks, great job.
 
 
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07-14-2008, 04:13 AM
 
WoW geat Thanks million times
 
 
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07-15-2008, 02:45 PM
 
Quote: Originally Posted by Phantom* View Post
Version 0.0.3 Unstable
  • Added ANIMATION exporting!

Now that I've completed the most important of features on my to-do list, I will begin crossing off the minor features and stabilization the code. I've not seen any posts with problematic *.gb/*.blend files so I take it everything is in working order or no one has bothered with it. I would figure with the amount of tools available for this game that it would be one of the most popular amongst these forums. You can do just about anything at this point. Pimp your Kal and lets see some swank ;)
After my vacation I will try to make some new things , I really love your work thanks for spending your time for it <3
 
 
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07-15-2008, 03:33 PM
 
great job phantom, it works for me and keep up the great work
 
 
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Darky is Everywhere

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07-15-2008, 03:50 PM
 
you know.... i love you ;)
keep that damm great work ^^
 
 
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07-15-2008, 04:15 PM
 
i think with ur fast/hard working we will get stable Exporter Very Soon :)
Great Job!!
 
 
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