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Kal Development Discuss, [DEV] Geometry Binary Blender Exporter at Kal Online forum; it don't works for me can u just right a small tut how to use it please...




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[DEV] Geometry Binary Blender Exporter
 
 
Monster Member

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07-15-2008, 04:22 PM
 
it don't works for me can u just right a small tut how to use it please
 
 
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The Omega

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07-15-2008, 06:38 PM
 
If there is going to be any tutorials I don't think it will be from Phantom, his job is already apparent (BTW...Great job, all your work is appreciated). Hopefully a user may post a guide or tutorial of some sort.

I am actually going through the Blender.org site and going through all the tutorials so that I can try and contribute something here be it weapons, armor, npcs, etc.

Hopefully along the way I will get a good grasp of Blender and release some work...but only time can tell (oh and the size of my brain).


Again, thanks Phantom for your persistent work!

Cheers!
 
 
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07-16-2008, 11:25 PM
 
Quote: Originally Posted by Keppi View Post
After my vacation I will try to make some new things
Enjoy your vacation.

Quote: Originally Posted by RuleZ View Post
i think with ur fast/hard working we will get stable Exporter Very Soon :)
The increase of releases is due to my PS3 breaking, so my free time became free again. Otherwise I work at a very laxed pace.

Quote: Originally Posted by Stup View Post
When ever i see phantom* post, i get a fuzzy warm feeling inside knowing it isnt gonna absolute garbage XD
...
This reply is officially garbage ;)

Quote: Originally Posted by DDrAgO View Post
it don't works for me can u just right a small tut how to use it please
Quote: Originally Posted by spicman View Post
If there is going to be any tutorials I don't think it will be from Phantom, his job is already apparent (BTW...Great job, all your work is appreciated). Hopefully a user may post a guide or tutorial of some sort.
It's been on my mind but I've got my hands full with the programming.

Quote: Originally Posted by spicman View Post
I am actually going through the Blender.org site and going through all the tutorials so that I can try and contribute something here be it weapons, armor, npcs, etc.

Hopefully along the way I will get a good grasp of Blender and release some work...but only time can tell (oh and the size of my brain).
....
You're the exporters "poster adult" of what others should be doing. [Only Registered and Activated Users Can See Links. Click Here To Register...] is probably one the best resources available for animating. If you just want to have some foolish fun, like, giving characters super sized heads (not a bad idea, i'd sure love to see it in the gallery) all you have to do is import, scale, and export. The vertex groups and weights should have been defined on importing. They are what define the deformation of the vertices for animation. Another useful tutorial is [Only Registered and Activated Users Can See Links. Click Here To Register...] on creating a low-poly character. The same author is working on a 3 part DVD with part 1 available now, more information can be found at [Only Registered and Activated Users Can See Links. Click Here To Register...]. When I complete the 5 lines of code required for 'export all' the first test which I would like to see, is if a weapon with an included animation will animate; ex. a mace. I've got by thus far by purchasing the book [Only Registered and Activated Users Can See Links. Click Here To Register...]. If you haven't seen the promos for [Only Registered and Activated Users Can See Links. Click Here To Register...], it's a must. Warning! you'll fall in love with Blender if you haven't already.
 
 
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The Omega

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07-17-2008, 04:30 AM
 
Quote: Originally Posted by Phantom* View Post
You're the exporters "poster adult" of what others should be doing. [Only Registered and Activated Users Can See Links. Click Here To Register...] is probably one the best resources available for animating. If you just want to have some foolish fun, like, giving characters super sized heads (not a bad idea, i'd sure love to see it in the gallery) all you have to do is import, scale, and export. The vertex groups and weights should have been defined on importing. They are what define the deformation of the vertices for animation. Another useful tutorial is [Only Registered and Activated Users Can See Links. Click Here To Register...] on creating a low-poly character. The same author is working on a 3 part DVD with part 1 available now, more information can be found at [Only Registered and Activated Users Can See Links. Click Here To Register...]. When I complete the 5 lines of code required for 'export all' the first test which I would like to see, is if a weapon with an included animation will animate; ex. a mace. I've got by thus far by purchasing the book [Only Registered and Activated Users Can See Links. Click Here To Register...]. If you haven't seen the promos for [Only Registered and Activated Users Can See Links. Click Here To Register...], it's a must. Warning! you'll fall in love with Blender if you haven't already.
That's awesome...thanks for the info I can take all the blender tuts you can throw at me. I must admit that I was definately blown away at first by the interface but if one takes time to go through at least the blender.org site tutorials man does it make a difference. It is very intuitive and actually becomes second nature!

I have gone through Dwarfpickers tutorial on making a weapon and although not perfect (like he states) it gave me insight to more features/shortcuts. So I am definately on a roll here.

Ok I will stop blabbing now and get to work and hopefully get some stuff into the showroom. So far I am doing the easy stuff like weapons.

I believe NPCs are a little bit different but will attempt that as well. The armor is after I have gone through some more advanced tutorials.

Keep you all posted!

Cheers!
 
 
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The Omega

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07-19-2008, 04:10 PM
 
Ok so here is my progress so far (so no one thinks I was all talk :winky:).

Please keep in mind this is my FIRST time using blender (going through the blender.org tutorials only and some of dwarfpickers video) so don't be to hard on me.

I have attached a couple of screenshots to show my progress. I took a sword from the game Heavenly Sword from the PS3 and am in progress of finishing in Blender.

Once I have it complete (in next day or so) I will post my results from within Kal. And YES if anyone cares for this work I can surely share the gb and tex files for your server.

The next step will be attempting to create NPCs and after that armor. Hopefully I will post some of those results as well.

Cheers!

PS: This is NOT a release (just progress) so please don't tell me that I posted in wrong section. The final will be in the Release section!
Attached Images
File Type: png heavenly1.png (87.4 KB, 26 views)
File Type: gif blender.gif (72.0 KB, 52 views)
 
 
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Freestyle Rolling

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07-19-2008, 07:21 PM
 
nice but to many vertices(ur trying to make a high-poly one on ur first try ? xD) but anyway it looks nice
@phantom* good work, keep it up and going ^^ (w8ing for collision ^^)
 
 
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The Omega

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07-19-2008, 08:34 PM
 
Quote: Originally Posted by s0ul666 View Post
nice but to many vertices(ur trying to make a high-poly one on ur first try ? xD) but anyway it looks nice
@phantom* good work, keep it up and going ^^ (w8ing for collision ^^)
Yeah I know...after going through most of the tutorials I followed through and made Dwarfpickers example and it seemed easy enough...so what the heck go for something a little more complex.

One question for you since you have modeled quite a bit. Is what I am doing incorrect with all the vertices?

Also I remember you helped me out (or tried to) with NPCs. I need to bug yah for that help again once I finish my weapon project!

Cheers!
 
 
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|MoK| |TeaM| |L3AD3R|

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07-20-2008, 10:45 AM
 
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All times when i try to import gb file

Blender 2.46
Python 2.5.2

Where is problem? Soul have same problem with it..
 
 
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07-22-2008, 12:04 PM
 
Had the same problem first ^^
You have to convert the textures to dds and define the texture path to the folder where the dds files are in. It should work fine then. Hope it helps.

But I got another problem when I tried to import my exported mesh.
What I did:
1)Imported Kalonline armor mesh from client using the importer
2)Exported the armor mesh using the exporter as cube.gb
3)Tried to import it and got this error:
 
 
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|MoK| |TeaM| |L3AD3R|

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07-22-2008, 08:24 PM
 
Quote: Originally Posted by Dieter123 View Post
Had the same problem first ^^
You have to convert the textures to dds and define the texture path to the folder where the dds files are in. It should work fine then. Hope it helps.

Same problem even with dds/png/jpg ...
 
 
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KalOnline Grand Old Man

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07-22-2008, 08:56 PM
 
How many times to tell? DO NOT USE DDS AND JPEG (JPG)

a) It's not nessary to convert to DDS
b) JPEG quality is so crap, if you even CONSIDER using it you need a slap in the face.
 
 
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07-22-2008, 08:59 PM
 
Mhh that´s strange.
Did you really define the texture part where the texture files are in , in the import script? Normally it should work fine then. At least it worked for me then. Maybe a little screen can help. If you already tried that I don´t know.

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

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07-22-2008, 10:22 PM
 
Quote: Originally Posted by DeathArt View Post
How many times to tell? DO NOT USE DDS AND JPEG (JPG)

a) It's not nessary to convert to DDS
b) JPEG quality is so crap, if you even CONSIDER using it you need a slap in the face.
Chill :spam1: master ..he was just saying that it doesn't work even with dds,png,tga,jpg,etc and who cares what he's using ? it's hes problem
 
 
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07-23-2008, 02:28 AM
 
Stop wasting my time, I don't want to see any screenshots. If anyone wants help I need files and/or file names. If you're importing original files, you have to convert your GTX to DDS as defined in the GB file. If you're using a case sensitive operating system you may even have to rename some DDS files. If they are custom files then you should already have the correct files.
 
 
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Darky is Everywhere

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07-24-2008, 10:01 PM
 
well i still cant even import files, maybe im to dumb (who wants to answer this with yes, go away kiddi [or DA :D])

so could you import any kind of armor? i think when i have a model i can start with working.
would be rly nice ;) and please come in msn on^^

//edited my misstake^^ so you can delete your useless post dope :P

Last edited by DarkfaceII; 07-24-2008 at 11:27 PM.
 
 
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Eat Me (o)(o)

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07-25-2008, 09:05 AM
 
works....
 
 
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]> KalGods Project <[

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07-25-2008, 01:07 PM
 
works well

 
 
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Eat Me (o)(o)

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07-25-2008, 02:41 PM
 
neat.. i wanna see that in motion.. can u up a short clip
 
 
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]> KalGods Project <[

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07-25-2008, 02:59 PM
 
will up it later, in work atm.. overtime ftl :\
 
 
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Always Mescafe

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07-25-2008, 03:15 PM
 
nice one cptken
 
 
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07-25-2008, 08:38 PM
 
Yeah!! Very good
I Wanna see its motion, can u make for it a short movie
 
 
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07-26-2008, 12:27 AM
 
Great work! Looks very nice.

@Phantom: Here are the files I tried to export. I attached the Blender file, the non functional gb file and the textures. As already metioned I tried to export all type of meshes and armatures but nothing works for me. Only import works fine.
Hope you can help me.

Last edited by Dieter123; 07-27-2008 at 10:49 AM.
 
 
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¯²¬»RuleZ¯²¬»

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07-26-2008, 02:04 PM
 
Cpt we must see video .... cant wait
 
 
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07-27-2008, 12:13 AM
 
CptKenpachi, Wonderfully done.

Quote: Originally Posted by Dieter123 View Post
Great work! Looks very nice.

@Phantom: Here are the files I tried to export. I attached the Blender file, the non functional gb file and the textures. As already metioned I tried to export all type of meshes and armatures but nothing works for me. Only import works fine.
Hope you can help me.
Problems

1. Duplicate vertices
2. Mesh objects don't have assigned materials with textures.
3. Armature bone names don't follow the naming convension bone000, bone001, bone002, etc.

After you fix those three problems it will export.
 
 
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Blender Rocks

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07-27-2008, 07:49 AM
 
Hey phantom, I made a mesh to test the bone exporter; I can normally export my mesh "Cube", but I can't use "Export all" (Complete to-do) or export the armature (to place in data>monster>Motion) Or do I just have to put the exported mesh into that folder under another name? (My bones are named 001, 002 etc)
 
 
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