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Kal Development Discuss, [DEV] Geometry Binary Blender Importer at Kal Online forum; Swordfish: Geometry Binary Blender Importer Version 0.5.1 * Remember version numbers as updates become available to ensure you are using ...




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[DEV] Geometry Binary Blender Importer
 
 
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01-02-2008, 06:00 PM
 
Swordfish: Geometry Binary Blender Importer Version 0.5.1

* 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 and bare minimum 6-11
    • Primitive Types: Triangle Strip and List
    • Sticky and Per-face UV Coordinates
  • Collision Mesh
  • Armature
  • Materials
  • Animations
  • Textures
Incomplete Functionality:
  • 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-v0.x.0.zip
  4. Copy swordfish_import.py and swordfish_gb.py into your Blender scripts directory.
Usage:
  1. Click File > Import > Geometry Binary (*.gb)
  2. Add X amount of mesh files
  3. Optionally add bone file
  4. Optionally add animation file
  5. Set texture look-up path
  6. Optionally select texture extension override
  7. Click import
License:
[Only Registered and Activated Users Can See Links. Click Here To Register...]
Download:

Version 0.2.0
  • Added per-face UV coordinates
  • Added partial material support
  • Added mesh names from descriptor
  • Updated user interface
  • Fixed reading of triangle list face indices

Version 0.3.0
  • Changed scale and rotation controls from Number's to Slider's
  • Added flip normals and smooth toggle buttons, set to default as True, by request from Salvation
  • Added ANIMATION IMPORTING!

Version 0.4.0
  • Changed UI to include control states by visibility
  • Added yes or no question when removing a mesh
  • Added texture importing through texture extenstion override option, by request from 007Luk

Version 0.5.0
  • Fixed bug in header format documentation and reading where the mesh count was reversed with the material count
  • Fixed bug in header reading where keyFrameCount was being read as a 4 byte integer instead of a 2 byte short and unknown0 wasn't being read thereafter
  • Fixed bug in header reading where the crc32 wasn't converted from a tuple type to a integer
  • Fixed bug where a file that contained an armature and/or animation weren't being added to the scene
  • Added bare minimal support to read vertex formats 6 to 11

Version 0.5.1
  • Fixed minor bug due to the removal of textureExtension initialization to None

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 0.5.1 Release
 
 
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01-02-2008, 08:59 PM
 
Nice work phantom ;)

Last edited by Shortor; 03-10-2008 at 04:22 PM. Reason: removed mirror
 
 
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01-02-2008, 10:01 PM
 
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03-09-2008, 07:44 PM
 
Version 0.3.0 released.
  • Changed scale and rotation GUI controls from Number's to Slider's
  • Added flip normals and smooth toggle buttons, set to default as True. * Requested by Salvation
  • Added ANIMATION IMPORTING!
[Only Registered and Activated Users Can See Links. Click Here To Register...]

Rendered Animations:


Last edited by Phantom*; 03-30-2008 at 06:56 PM. Reason: Added animation renders
 
 
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03-09-2008, 08:31 PM
 
Very nice Phantom. =D
 
 
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03-09-2008, 09:30 PM
 
Nice work Phantom*!

Last edited by Jake; 03-10-2008 at 06:47 PM.
 
 
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03-10-2008, 01:17 AM
 
Quote: Originally Posted by Nuklear View Post
Very nice Phantom. =D
Quote: Originally Posted by Shortor View Post
... Anyways i almost forgot, nice work once again phantom :)
Thanks, this is a big milestone release for the importer with more to come.

Last edited by Phantom*; 03-15-2008 at 12:17 AM.
 
 
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03-15-2008, 07:42 PM
 
Version 0.4.0 released.
  • Changed UI to include control states by visibility
  • Added yes or no question when removing a mesh
  • Added texture importing through texture extenstion override option, by request from 007Luk
  • Changed default value for importing collision mesh to false
[Only Registered and Activated Users Can See Links. Click Here To Register...]

Remove all previous files swordfish.py, swordfish_ui.py, swordfish_ui.pyc, swordfish_gb.py, swordfish_gb.pyc prior to installation.

Last edited by Phantom*; 03-15-2008 at 09:50 PM.
 
 
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03-15-2008, 09:23 PM
 
Mirrors:

[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...]
 
 
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03-15-2008, 10:19 PM
 
Direct Link Mirror: [Only Registered and Activated Users Can See Links. Click Here To Register...]
 
 
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03-16-2008, 10:39 AM
 
Direct Link FTP Mirror^^

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Well all made this I thought that I also can make this xD
 
 
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03-17-2008, 01:07 AM
 
[Only Registered and Activated Users Can See Links. Click Here To Register...] - 2st upload link.
 
 
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03-20-2008, 04:38 PM
 
Stop spamming this thread with unnesary links and maybe tell phantom* what you think about it, if you found any bugs or anything else? Just an idea. :)
 
 
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03-21-2008, 07:17 PM
 
Version 0.5.0 released.
  • Fixed bug in header format documentation and reading where the mesh count was reversed with the material count
  • Fixed bug in header reading where keyFrameCount was being read as a 4 byte integer instead of a 2 byte short and unknown0 wasn't being read thereafter
  • Fixed bug in header reading where the crc32 wasn't converted from a tuple type to a integer
  • Fixed bug where a file that contained an armature and/or animation weren't being added to the scene
  • Added bare minimal support to read vertex formats 6 to 11

What does all of the above mean for you? It means you can import skills, effects, login and tomb files

[Only Registered and Activated Users Can See Links. Click Here To Register...]
 
 
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03-22-2008, 11:43 PM
 
Version 0.5.1 released.
  • Fixed minor bug due to the removal of textureExtension initialization to None

[Only Registered and Activated Users Can See Links. Click Here To Register...]
 
 
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03-28-2008, 11:13 PM
 
nice. maybe you should work on an exporter/importer for 3DS max. this would lead to some amazing effects and new skills.


Kepp up the good work!
 
 
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03-28-2008, 11:25 PM
 
Quote: Originally Posted by DarkMatter View Post
nice. maybe you should work on an exporter/importer for 3DS max. this would lead to some amazing effects and new skills.


Kepp up the good work!
Blender is free, 3ds Max is not. Blender is open source, 3ds Max is not. Blender is cross-platform, 3ds Max is not. Blender is good software, so is 3ds Max. Hence blender, as everyone can download and use it, which cannot be said for 3ds Max.
 
 
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03-28-2008, 11:41 PM
 
Quote: Originally Posted by DarkMatter View Post
nice. maybe you should work on an exporter/importer for 3DS max. this would lead to some amazing effects and new skills.


Kepp up the good work!
What can be done in 3D Studio Max can be done with Blender and more. I'm a biased fanboy what can I say... If you donate a unpirated version of 3D Studio Max I will gladly take a stab at it with no guarantees. Or if you're like me and can't afford such donations, I give you full permission to start a fund raiser to raise the funds to purchase the software, again with no guarantees.

[Only Registered and Activated Users Can See Links. Click Here To Register...]
 
 
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03-29-2008, 03:19 PM
 
Quote: Originally Posted by Phantom* View Post
What can be done in 3D Studio Max can be done with Blender and more. I'm a biased fanboy what can I say... If you donate a unpirated version of 3D Studio Max I will gladly take a stab at it with no guarantees. Or if you're like me and can't afford such donations, I give you full permission to start a fund raiser to raise the funds to purchase the software, again with no guarantees.

[Only Registered and Activated Users Can See Links. Click Here To Register...]
ok then, maybe you should try making an exporter for armor files for blender instead then xD
 
 
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03-29-2008, 03:54 PM
 
Very nice :)
 
 
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03-29-2008, 04:31 PM
 
Quote: Originally Posted by DarkMatter View Post
ok then, maybe you should try making an exporter for armor files for blender instead then xD
It's been complete for awhile now but I've haven't released it to anyone but Salvation for testing since he talk Blender in his sleep.
 
 
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03-30-2008, 02:04 PM
 
xD ok any release dates?........

Last edited by DarkMatter; 04-05-2008 at 01:07 PM. Reason: Still waiting for a reply...
 
 
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07-01-2008, 11:34 PM
 
ya would be nice^^
 
 
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07-02-2008, 10:22 PM
 
Strange thing is after importing weapons I can't edit them in edit mode. Or is it normal?
 
 
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07-02-2008, 10:40 PM
 
No.
 
 
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