ELU Blender Exporter

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  1. #1
    Legendary Phantom* is offline
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    Blender 2.4x *.elu Exporter

    Warning: I have never played Gunz Online.

    Installation: (Pictorial Steps http://forum.ragezone.com/f311/elu-b...7/#post4297496)
    1. Download and install Blender 2.46+ from Blender.org
    2. Download and install Python 2.5.x from Python.org (Windows Users)
    3. Copy gunz_export.py into your Blender scripts directory.


    Usage:
    1. Click File > Export > Gunz (*.elu)...
    2. Select *.elu file name
    3. Click Ok
    4. Select version (I will explain this later)


    License:

    Source:
    Copy and save as gunz_export.py
    Code:
    #!BPY
    
    # Copyright (c) 2008-2009 Peter S. Stevens
    # 
    # Permission is hereby granted, free of charge, to any person obtaining a copy
    # of this software and associated documentation files (the "Software"), to deal
    # in the Software without restriction, including without limitation the rights
    # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    # copies of the Software, and to permit persons to whom the Software is
    # furnished to do so, subject to the following conditions:
    # 
    # The above copyright notice and this permission notice shall be included in
    # all copies or substantial portions of the Software.
    # 
    # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    # THE SOFTWARE.
    
    
    """
    Name: 'GUNZ (*.elu)...'
    Blender: 246
    Group: 'Export'
    Tooltip: 'Export GUNZ *.elu game files'
    """
    
    __author__ = 'Peter S. Stevens'
    __email__ = 'pstevens:cryptomail*org'
    __url__ = ('blender', 'elysiun', 'Project homepage, http://www.ragezone.com/')
    __version__ = '09.12.00'
    __bpydoc__ = """ \
    This script exports GUNZ *.elu game files.
    """
    
    import Blender
    import BPyMesh
    import BPyObject
    import struct
    
    
    LEFT_TO_RIGHT = Blender.Mathutils.Matrix([-1.0, 0.0, 0.0, 0.0],
                                             [0.0, 0.0, 1.0, 0.0],
                                             [0.0, 1.0, 0.0, 0.0],
                                             [0.0, 0.0, 0.0, 1.0])
    
    
    def blender_to_elu_name(name):
        if name.startswith('Bip01 ') == True:
            if name.endswith('.L'):
                return "%s %s" % ('Bip01 L', name[6:-2])
            
            if name.endswith('.R'):
                return "%s %s" % ('Bip01 R', name[6:-2])
        
        return name
    
    
    def elu_sort_by_parent(a, b):
        if a.getParent() == b:
            return 1
        elif a == b.getParent():
            return -1
        
        return 0
    
    
    def elu_recursive_bone_insert(bones, bone):
        index = len(bones)
        
        if bone not in bones:
            if bone.hasParent() == True:
                if bone.parent in bones:
                    index = bones.index(bone.parent) + 1
                else:
                    index = elu_recursive_bone_insert(bones, bone.parent)
            
            bones.insert(index, bone)
            
            index = index + 1
        
        return index
    
    
    def elu_triangulate_mesh(mesh):
        if any(len(face.verts) == 4 for face in mesh.faces): 
            scene = Blender.Scene.GetCurrent()
            
            old_mesh_mode = Blender.Mesh.Mode()
            
            Blender.Mesh.Mode(Blender.Mesh.SelectModes['FACE'])
            
            mesh.sel = True
            
            temporary_mesh_object = scene.objects.new(mesh)
            
            mesh.quadToTriangle(0)
            
            old_mesh_mode = Blender.Mesh.Mode(old_mesh_mode)
            
            scene.objects.unlink(temporary_mesh_object)
            
            Blender.Mesh.Mode(old_mesh_mode)
    
    
    def elu_write_material(file_object, material, index):
        file_object.write(struct.pack('<2I', index, 0xFFFFFFFF))
        
        file_object.write(struct.pack('<3f', *material.getRGBCol()))
        file_object.write(struct.pack('<f', material.getAlpha()))
        file_object.write(struct.pack('<3f', *material.getMirCol()))
        file_object.write(struct.pack('<f', material.getAlpha()))
        file_object.write(struct.pack('<3f', *material.getSpecCol()))
        file_object.write(struct.pack('<f', material.getAlpha()))
        file_object.write(struct.pack('<f', material.getSpec()))
        file_object.write(struct.pack('<f', material.getEmit()))
    
    
    def elu_write_texture(file_object, texture, version):
        image = texture.getImage()
        
        if image is None:
            raise AttributeError, "Texture (%s) has no image." % texture.getName()
        
        image_file_name =  Blender.sys.basename(image.getFilename())
        
        image_file_name = image_file_name.replace('.dds', '')
        
        image_name = ''
        
        if version == 0x5004 or version == 0x5005:
            image_name = struct.pack('<40s', image_file_name)
        elif version == 0x5006 or version == 0x5007:
            image_name = struct.pack('<256s', image_file_name)
        
        file_object.write(image_name)
        
        file_object.write(image_name)
        
        file_object.write(struct.pack('<2I', 1, 0)) # double sided: should check face mode for Blender.Mesh.FaceModes.TWOSIDE
        
        if version == 0x5007:
            if texture.useAlpha != 0: #(texture.fields & Blender.Texture.USEALPHA) == Blender.Texture.USEALPHA:
                file_object.write(struct.pack('<I', 100))
            else:
                file_object.write(struct.pack('<I', 0))
    
    
    def elu_write_mesh(file_object, mesh, parent_mesh, world_matrix, local_matrix, material_index, version):
        file_object.write(struct.pack('<40s', blender_to_elu_name(mesh.name)))
        
        if parent_mesh is not None:
            file_object.write(struct.pack('<40s', blender_to_elu_name(parent_mesh.name)))
        else:
            file_object.write(struct.pack('<40x'))
        
        file_object.write(struct.pack('<4f', *world_matrix[0]))
        file_object.write(struct.pack('<4f', *world_matrix[1]))
        file_object.write(struct.pack('<4f', *world_matrix[2]))
        file_object.write(struct.pack('<4f', *world_matrix[3]))
        
        file_object.write(struct.pack('<44x'))
        
        file_object.write(struct.pack('<4f', *local_matrix[0]))
        file_object.write(struct.pack('<4f', *local_matrix[1]))
        file_object.write(struct.pack('<4f', *local_matrix[2]))
        file_object.write(struct.pack('<4f', *local_matrix[3]))
        
        file_object.write(struct.pack('<I', len(mesh.verts)))
        
        for vertex in mesh.verts:
            file_object.write(struct.pack('<3f', *vertex.co))
        
        file_object.write(struct.pack('<I', len(mesh.faces)))
        
        for face in mesh.faces:
            file_object.write(struct.pack('<3I', *[vertex.index for vertex in face.verts]))
            
            if mesh.faceUV == 1:
                for uv in face.uv:
                    file_object.write(struct.pack('<2f', uv.x, float(1 - uv.y)))
                    
                    file_object.write(struct.pack('<4x'))
            else:
                for x in xrange(3):
                    file_object.write(struct.pack('<12x'))
            
            file_object.write(struct.pack('<2I', 1, 1))
    #        file_object.write(struct.pack('<8x'))
        
        if version >= 0x5005 and version <= 0x5007:
            for face in mesh.faces:
                file_object.write(struct.pack('<3f', *face.no))
                
                for vertex in face.verts:
                    file_object.write(struct.pack('<3f', *vertex.no))
            
            if mesh.vertexColors == 0:
                file_object.write(struct.pack('<I', 0))
            else:
                vertex_colors = []
                
                for vertex in mesh.verts:
                    vertex_colors.append((1.0, 1.0, 1.0))
                
                for face in mesh.faces:
                    for i, vertex in enumerate(face):
                        face_color = face.col[i]
                        
                        red = float(face_color.r) / 255.0
                        green = float(face_color.g) / 255.0
                        blue = float(face_color.b) / 255.0
                        
                        vertex_colors[vertex.index] = (red, green, blue)
                
                file_object.write(struct.pack('<I', len(vertex_colors)))
                
                for vertex_color in vertex_colors:
                    file_object.write(struct.pack('<3f', *vertex_color))
            
            file_object.write(struct.pack('<I', material_index))
            
            if len(mesh.getVertGroupNames()) == 0:
                file_object.write(struct.pack('<I', 0))
            else:
                file_object.write(struct.pack('<I', len(mesh.verts)))
                
                for vertex in mesh.verts:
                    vertex_influences = mesh.getVertexInfluences(vertex.index)
                    
                    vertex_weights = []
                    
                    for vertex_group, vertex_weight in vertex_influences:
                        file_object.write(struct.pack('<40s', blender_to_elu_name(vertex_group)))
                        
                        vertex_weights.append(vertex_weight)
                    
                    if len(vertex_weights) < 4:
                        file_object.write(struct.pack("<%dx" % ((4 - len(vertex_weights)) * 40)))
                    
                    file_object.write(struct.pack("<%df" % len(vertex_weights), *vertex_weights))
                    
                    if len(vertex_weights) < 8:
                        file_object.write(struct.pack("<%dx" % ((8 - len(vertex_weights)) * 4)))
                    
                    file_object.write(struct.pack('<I', len(vertex_weights)))
                    
                    file_object.write(struct.pack('<48x'))
        else:
            file_object.write(struct.pack('<4x'))
            file_object.write(struct.pack('<I', material_index))
    
    
    def elu_bone_to_mesh(bone):
        mesh = Blender.Mesh.Primitives.UVsphere(8, 8, 2.0)
        
        mesh_object = Blender.Object.Get(bone.name)
        
        if mesh_object is None:
            mesh_object = Blender.Object.New('Mesh', bone.name)
        else:
            mesh_object.clrParent()
        
        mesh_object.link(mesh)
        
        mesh.name = bone.name
        
        mesh.update()
        
        world_matrix = bone.matrix['ARMATURESPACE'].copy()
        
        mesh_object.setMatrix(world_matrix)
        
        if bone.hasParent() == True:
            mesh_object_parent = Blender.Object.Get(bone.parent.name)
            
            if mesh_object_parent is not None:
                mesh_object_parent.makeParent([mesh_object])
        
        return mesh_object
    
    
    def elu_export(file_path):
        mesh_objects = []
        armature_objects = []
        meshes = []
        materials = []
        material_textures = []
        mesh_parents = []
        mesh_world_matrices = []
        mesh_local_matrices = []
        mesh_material_indices = []
        temporary_mesh_objects = []
        
        version = Blender.Draw.Create(4)
        
        block = [('Version: ', version, 4, 7)]
        
        option = Blender.Draw.PupBlock('Export Options', block)
        
        version.val += 0x5000
        
        scene = Blender.Scene.GetCurrent()
        
        scene.update(0)
        
        selected_objects = Blender.Object.GetSelected()
        
        if len(selected_objects) == 0:
            raise IndexError, 'No objects selected.'
        
        for selected_object in selected_objects:
            if selected_object.getType() == 'Mesh':
                for derived_object, derived_object_world_matrix in BPyObject.getDerivedObjects(selected_object, False):
                    if derived_object not in mesh_objects:
                        mesh_objects.append(derived_object)
            elif selected_object.getType() == 'Armature':
                armature_objects.append(selected_object)
        
        if len(mesh_objects) == 0:
            raise IndexError, 'No mesh objects selected.'
        else:
            mesh_objects.sort(elu_sort_by_parent)
        
        if len(armature_objects) == 1:
            armature = armature_objects[0].getData()
            
            bones = []
            
            for bone in armature.bones.values():
                elu_recursive_bone_insert(bones, bone)
            
            for bone in bones:
                mesh_object = elu_bone_to_mesh(bone)
                
                scene.objects.link(mesh_object)
                
                temporary_mesh_objects.append(mesh_object)
            
            if len(temporary_mesh_objects) > 0:
                mesh_objects.extend(temporary_mesh_objects)
        
        for mesh_object in mesh_objects:
            mesh = mesh_object.getData(mesh = True)
            
            elu_triangulate_mesh(mesh)
            
            world_matrix = mesh_object.getMatrix('worldspace').copy()
            world_matrix *= LEFT_TO_RIGHT
            
            local_matrix = mesh_object.getMatrix('localspace').copy()
            local_matrix *= LEFT_TO_RIGHT
            
    #        BPyMesh.meshCalcNormals(mesh)
            mesh.calcNormals()
            
            meshes.append(mesh)
            
            mesh_world_matrices.append(world_matrix)
            
            mesh_local_matrices.append(local_matrix)
            
            mesh_object_parent = mesh_object.getParent()
            
            if mesh_object_parent is not None and mesh_object_parent in mesh_objects:
                mesh_object_index = mesh_objects.index(mesh_object_parent)
                
                mesh_parents.append(meshes[mesh_object_index])
                
                if mesh_object.name.startswith('Bip') == False:
                    mesh_world_matrices[-1] = mesh_world_matrices[mesh_object_index] * mesh_world_matrices[-1]
            else:
                mesh_parents.append(None)
        
        for mesh in meshes:
            mesh_materials = mesh.materials
            
            if len(mesh_materials) > 0:
                material = None
                
                try:
                    material = (mm for mm in mesh_materials if mm is not None).next()
                except StopIteration:
                    pass
                else:
                    material_index = 0
                    
                    if material not in materials:
                        textures = material.getTextures()
                        
                        if len(textures) == 0:
                            raise AttributeError, "Material (%s) does not contain any textures." % material.getName()
                        else:
                            texture = textures[0].tex
                            
                            material_textures.append(texture)
                        
                        materials.append(material)
                        
                        material_index = len(materials) - 1
                    else:
                        material_index = materials.index(material)
                    
                    mesh_material_indices.append(material_index)
            else:
                if mesh_object.name.startswith('Bip') == True:
                    mesh_material_indices.append(0)
                else:
                    raise AttributeError, "Mesh (%s) has no assigned materials." % mesh.name
        
        file_object = None
        
        try:
            file_object = open(file_path, 'wb')
            
            file_object.write(struct.pack('<I', 0x0107F060))
            
            file_object.write(struct.pack('<I', version.val))
            
            file_object.write(struct.pack('<I', len(materials)))
            
            file_object.write(struct.pack('<I', len(mesh_objects)))
            
            for x, material in enumerate(materials):
                elu_write_material(file_object, material, x)
                elu_write_texture(file_object, material_textures[x], version.val)
            
            for x, mesh in enumerate(meshes):
                elu_write_mesh(file_object, mesh, mesh_parents[x], mesh_world_matrices[x], mesh_local_matrices[x], mesh_material_indices[x], version.val)
            
            for temporary_mesh_object in temporary_mesh_objects:
                temporary_mesh = temporary_mesh_object.getData(mesh = True)
    #            temporary_mesh = BPyMesh.getMeshFromObject(temporary_mesh_object)
                
                scene.objects.unlink(temporary_mesh_object)
                
                if temporary_mesh.users == 0:
                    temporary_mesh.faces = None
                    temporary_mesh.verts = None
            
            scene.update(0)
        except IOError, (error_number, error_message):
            Blender.Draw.PupMenu("Error%%t|I/O error(%d): %s." % (error_number, error_message))
    #    except Exception, error:
    #        Blender.Draw.PupMenu("Error%%t|%s." % error)
        finally:
            if file_object is not None:
                file_object.close()
    
    
    def main():
        def elu_file_selector(file_path):
            if file_path and Blender.sys.exists(file_path):
                option = Blender.Draw.PupMenu("Warning: The file %s exist. Replace it?%%t|Yes|No" % file_path)
                
                if option != 1:
                    return
    #        try:
            elu_export(file_path)
    #        except Exception, error:
    #            Blender.Draw.PupMenu("Error%%t|%s." % error)
        
        Blender.Window.FileSelector(elu_file_selector, 'Ok', Blender.sys.makename(ext='.elu'))
    
    
    if __name__ == "__main__":
        main()
    Collaboration:
    Check out the list of other importers and exporters RZ Project Listing
    Last edited by Phantom*; 12-02-10 at 05:51 PM. Reason: Updates


  2. #2
    DRGunZ 2 Creator wesman2232 is offline
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    Re: ELU Blender Exporter

    wow first post, this is awesome!
    wish I can code xD

  3. #3
    Account Upgraded | Title Enabled! cerealnp is offline
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    Re: ELU Blender Exporter

    Good luck with it!

  4. #4
    Status: Pooping eele is offline
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    Re: ELU Blender Exporter

    This is really nice!! Go on and Good luck with it!!

  5. #5
    Account Upgraded | Title Enabled! RepublicOfAstra is offline
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    Re: ELU Blender Exporter

    Bump. Needs moar exposure.

  6. #6
    Adrian - Gunz Addict Adriann is offline
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    Re: ELU Blender Exporter

    Bump I want this!

  7. #7
    Member qITIp is offline
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    Re: ELU Blender Exporter

    Why aren't people flocking to this... I mean hell, this could be THE break through on gunz >_>

  8. #8
    (。◕‿‿◕。) Nobody666 is offline
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    Re: ELU Blender Exporter

    Im watching it, just not making a scene out of it.

    Actually planning to get into it myself, just to lazy as it is now.

  9. #9
    Who is the cow! sari4ever is offline
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    Re: ELU Blender Exporter

    :3 lazy nobody :3

  10. #10
    Apprentice STEALHEART is offline
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    Re: ELU Blender Exporter

    oh fantastic, u'r so good ;D

  11. #11
    Legendary Phantom* is offline
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    Re: ELU Blender Exporter

    Bump :P

    I did not write much code from my previous post due to a transition to a new development system and OS upgrade (Fedora 10) with all the caveats they brought forth. However, I did manage to fix some bugs and introduce a version (I call it version when it possibly is anything but that...) selector.

    Latest source code: http://pastebin.com/m79d435e3

    Using the importer as a test bed everything should work this time around.

    I've exported a simple cube in version 4 and 5 with a skybox texture and since I don't play the game or use Windows I need people to test it out for me.

    http://www.speedyshare.com/847510720.html Old!
    http://www.speedyshare.com/449793309.html Fix?

    For simplicity lets call it a grenade and extract to "model/weapon/grenade/" and replace the grenade entry in "/model/weapon.xml" with something like below. Again, I know absolutely nothing about the game except for what I've done in regards to the ELU files, and I expect others to fill in whatever is missing.

    Cube V4 Test (Search and replace grenade01)
    Code:
    <AddWeaponElu name="grenade01" weapon_motion_type="6" weapon_type="7">
    <AddBaseModel name="Cube" filename="model/weapon/grenade/cube_v4.elu"/>
    </AddWeaponElu>
    Cube V5 Test (Search and replace grenade01)
    Code:
    <AddWeaponElu name="grenade01" weapon_motion_type="6" weapon_type="7">
    <AddBaseModel name="Cube" filename="model/weapon/grenade/cube_v5.elu"/>
    </AddWeaponElu>
    Report back anything be it success, failure, crash, screenshots, etc.
    Last edited by Phantom*; 03-12-08 at 09:44 PM.

  12. #12
    Who is the cow! sari4ever is offline
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    Re: ELU Blender Exporter

    i would test it but there is no server would let me :S

  13. #13
    Aristrum Mark is offline
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    Re: ELU Blender Exporter

    I tested your cube, here are some screenshots.

    As for the exporter code, when I save it in my .scripts directory for blender (The same directory as gunz_import.py), no export option appears for Gunz. Do you have a solution for this?

    Thanks, for your time spent on this project, and the work youve produced.
    Attached Thumbnails Attached Thumbnails gunz015.jpg   gunz016.jpg   gunz017.jpg   gunz018.jpg  

  14. #14
    GunZ messiah peaceofpi is offline
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    Re: ELU Blender Exporter

    Holy shit holy shit holy shit!

    I tested the cube as well (image), and it seems like it's only textured on the inside with see through outside walls.

    I need to learn how to use Blender. After enough poking around I got a .map turned into a .3ds and imported that and tried to make an ELU out of it. Unfortunately I have no idea what I'm doing at that part. From what I've gathered, I need to learn how to give it a texture.
    Last edited by peaceofpi; 03-12-08 at 07:30 PM.

  15. #15
    Legendary Phantom* is offline
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    Re: ELU Blender Exporter

    Quote Originally Posted by Aristrum View Post
    I tested your cube, here are some screenshots.
    Thank you for your time. Cherish this moment and those screenshots because you're now apart of history :P

    Quote Originally Posted by Aristrum View Post
    As for the exporter code, when I save it in my .scripts directory for blender (The same directory as gunz_import.py), no export option appears for Gunz. Do you have a solution for this?

    Thanks, for your time spent on this project, and the work youve produced.
    Looks like you did everything correct but just incase, copy and paste the code into any text editor and save as "gunz_export.py" and place into your ".blender/scripts" directory. If it persists delete "Bpymenus" file in your ".blender" directory.

    Quote Originally Posted by peaceofpi View Post
    Holy shit holy shit holy shit!
    Thanks for the enthusiasm. I can picture you jumping up and down.

    Quote Originally Posted by peaceofpi View Post
    I tested the cube as well (image), and it seems like it's only textured on the inside with see through outside walls.
    Yes I've noticed it from Aristrum's screenshots. A quick fix with the cube model in Blender should fix that :P Try it... http://www.speedyshare.com/449793309.html
    Last edited by Phantom*; 03-12-08 at 09:45 PM.

  16. #16

    Re: ELU Blender Exporter

    You know those screenshots are the first screenshots of an actual changed model. You sir are god. You just accomplished a task people have been trying to make for 5+ years lol.

  17. #17
    DRGunZ 2 Creator wesman2232 is offline
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    Re: ELU Blender Exporter

    holy crap, this is a most awesome breakthrough in the history of GunZ :D
    You sir are a god to me now xD
    I want to add the box in my server :D
    EDIT : Do you have a new .py to give us to test our own models?

  18. #18
    Aristrum Mark is offline
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    Re: ELU Blender Exporter

    Quote Originally Posted by Phantom* View Post
    Looks like you did everything correct but just incase, copy and paste the code into any text editor and save as "gunz_export.py" and place into your ".blender/scripts" directory. If it persists delete "Bpymenus" file in your ".blender" directory.
    Heh, I did this, and still under the File > Export menu, Gunz does not show up.

  19. #19
    Legendary Phantom* is offline
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    Re: ELU Blender Exporter

    Quote Originally Posted by ReyRey/BonaFide View Post
    ...You sir are god.
    Quote Originally Posted by wesman2232 View Post
    ...You sir are a god to me now xD
    I'm only a mere mortal programmer.

    Quote Originally Posted by wesman2232 View Post
    ...I want to add the box in my server :D
    Don't waste your time.

    Quote Originally Posted by wesman2232 View Post
    ...Do you have a new .py to give us to test our own models?
    Check first post.

    Quote Originally Posted by Aristrum View Post
    Heh, I did this, and still under the File > Export menu, Gunz does not show up.
    I don't know what else to do other then to uninstall/reinstall. I remember there was an option to update the menus but I can't seem to find it.

  20. #20
    (。◕‿‿◕。) Nobody666 is offline
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    1,773Posts

    Re: ELU Blender Exporter

    hmm good job on getting it to work, quite impressive.

  21. #21
    DRGunZ 2 Creator wesman2232 is offline
    MemberRank
    Jan 2007 Join Date
    Erie, PALocation
    4,872Posts

    Re: ELU Blender Exporter

    Quote Originally Posted by Phantom* View Post
    Don't waste your time.
    I'm adding it anyway. It shall be a very special item. the first .elu model made :D

  22. #22
    Adrian - Gunz Addict Adriann is offline
    MemberRank
    Oct 2008 Join Date
    Miami, FLLocation
    658Posts

    Re: ELU Blender Exporter

    omg *blowjob* imma test right now but not the cube :o

  23. #23
    Aristrum Mark is offline
    MemberRank
    Aug 2007 Join Date
    United KingdomLocation
    474Posts

    Re: ELU Blender Exporter

    Oh, i tested your new cube, it shows up blank for me.

  24. #24
    Apprentice Xefier is offline
    MemberRank
    Aug 2008 Join Date
    16Posts

    Re: ELU Blender Exporter

    Were is the Scripts Directory? Is it just within the Blendor folder in program files? Also the "Update Menus" can be found if u click the top left button (Window type) with the big i (user preferences)(or what ever U have it on) and then change it to "Scripts Window" (The snake one) click Scripts/Update Menus.

    EDIT:
    Nvm found directory, It was in the application data directory for Blendor, So I reinstalled it so the scripts would go into the program files directory cause I felt like it.

    EDIT:
    Hmm I get an error when trying to import using your importer. I downloaded the newest one on the list. I have python 2.5.2 I believe
    Error = "Python script error: check console" **Trying to import newest dual swords from ijji (maybe too new of an elu)

    EDIT:
    I imported the Golden Dragon Sword elu but then it says it couldnt find the dds (which was right beside it), It exported but as a 8kb file instead of like 14 kb (original), and ingame the model fails to load (that white crazy lines stuff when the weapon.xml entry succesfully loads but the elu doesnt)
    Im gonna try importing and exporting different elu versions. Like the GDS is the version before they introduced alpha information in their elus, Maybe Ill try one that supports alpha, etc. But thats tommorow. (good night)
    ** I also tried exporting the GDS with a random sphere attached to it but it exported as a 80 byte elu>.>
    Last edited by Xefier; 04-12-08 at 05:38 AM.

  25. #25
    Adrian - Gunz Addict Adriann is offline
    MemberRank
    Oct 2008 Join Date
    Miami, FLLocation
    658Posts

    Re: ELU Blender Exporter

    so what are the steps that u took 2 make the cube? just made it then? exported gunz .elu? and saved? thats what i did and it saved as .elu but i have no where to test :| do i really have 2 edit zitem? :s



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