[DEV] Geometry Binary Blender Exporter

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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 2.49b from
  2. Download and install Python 2.7.x from (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:

Download:

Version 0.0.1 Unstable
  • Initial release

  • (Rapidshare.com)
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

  • (Rapidshare.com)
Version 0.0.3 Unstable
  • Added animation exporting

  • (Rapidshare.com)
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)

  • (SpeedyShare.com)
Version 0.0.5 Unstable Quick Fix

  • Fixed armature exporting
  • Fixed weight exporting
  • Fixed export scale and rotation

  • (SpeedyShare.com)
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.​
 
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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
 
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
 
It's been long overdue. There is no need to thank me.

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?

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 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 and or watching . Blender 2.46 added even more look for terms Armature, Skinning, and Rigiging.

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.
 
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

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 and or watching . Blender 2.46 added even more 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 )

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)
 
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.
 
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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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