Difference between revisions of "Exportscript"

From MegaGlest
Jump to navigation Jump to search
Line 6: Line 6:
 
This export can be converted to .g3d using the [[converter]].
 
This export can be converted to .g3d using the [[converter]].
  
 +
newest version:
 +
[http://www.titusgames.de/blender/g3d_xml_exporter_v0.1.3.zip download at www.titusgames.de ]
 +
 +
older official version (doesn't work for blender 2.43):
 
[http://glest.eurion.net/files/ download at glest.eurion.net ]  
 
[http://glest.eurion.net/files/ download at glest.eurion.net ]  
 
  
 
''' Attention!!: '''
 
''' Attention!!: '''
  the current version is  Ver: 0.1.2 (February 12 2006)
+
  the current version is  Ver: 0.1.3 (May 2 2007)
 
  the download at glest.org is the old one!! [http://www.glest.org/files/contrib/tools/ Dont't use this old version  from  www.glest.org !!]  
 
  the download at glest.org is the old one!! [http://www.glest.org/files/contrib/tools/ Dont't use this old version  from  www.glest.org !!]  
  

Revision as of 22:19, 2 May 2007

back to Modelling with Blender

The Blender xml-Exportscript

The exportscript is needed to export the model to an g3d-xml-reprensentation. This export can be converted to .g3d using the converter.

newest version: download at www.titusgames.de

older official version (doesn't work for blender 2.43): download at glest.eurion.net

Attention!!:

the current version is  Ver: 0.1.3 (May 2 2007)
the download at glest.org is the old one!! Dont't use this old version  from  www.glest.org !! 

From the export file header:


INSTALLATION :

      Copy this Script into your .blender\scripts directory
      In Blender, open a Script Window and in the menu choose "Update Menus"
      Export with File->Export->G3D XML Exporter

PREPARE THE MODEL :

      Each of your meshes' faces must be a triangle (3 vertex)
      In Edit mode, you can press Space, edit>faces>Convert to Triangles
      Create and place all your meshes before texturing or animating.
      The X axe is the floor and the Y axe is the elevation.  The center
      of the Blender's 3D space will be the center of you object, at the
      ground level.  Before exporting your model, apply the transformations
      to each of your mesh (In the 3D space window's menu :
                          Object->Clear/Apply->Apply ... )
      This will place the center of your mesh (the yellow or pink dot)
      at the center of the Blender 3D space.
      
      Before doing any texturing or animation, try to export your model and
      check your python console (the terminal which opens Blender) to see
      if there is a warning about the number of used faces in the summary.
      If there is, try to delete "false" faces (which use only 2 vertices)
      and transform all your faces in triangle.
      

EXPORTING :

      You MUST select the meshes you want to export.
      Only meshes are exported among the selected objects.
      The diffuse color of the mesh will be it's (first) material's color.
      The opacity of the mesh will be it's material's alpha.
      Double sided property of the mesh is exported (see F9).
      If you want to use custom color in the texture, your mesh must be
      double sided. If you don't want custom color to be activated for the
      mesh, add a new boolean property to it (F4) named customColor and with
      the false value.  Custom Color set if the alpha of the texture is
      replaced for the color of the player.
      

TEXTURING :

      To use a texture for the mesh, you must add a texture at the FIRST
      position to the mesh's material. The texture type must be 'image'
      and you should insert the real image.  In fact, only the filename
      of the image is used.  After having mapped the image on the
      mesh with UV Face selection, you don't need anymore to "stick"
      the coordinates to the vertices.
      Your texture's format must be TGA, without compression and with the origin
      at the bottom left position.  The side of the image must be a multiple
      of 2.  In practice, you must use only one image for all your meshes.

ANIMATING :

      It was only tested with the 'absolute vertex key' method, but it should
      work with all the Blender's animation methods.
      I recommend 'relative vertex key' if you want to modify you mesh later.
      Don't forget to APPLY TRANSFORMATIONS before adding vertex keys.
      You must add a "frameCount" property to the objects that are animated.
      It's and Integer property (F4) name frameCount which contains the
      desired number of frames of the object, starting at frame 1.
      If and object don't have the "frameCount" property, only the first frame
      will be exported.
      LINKS :
      Absolute vertex key animation method :
              http://download.blender.org/documentation/htmlI/ch15.html
      Map an image on your mesh with UV Face selection :
              http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics
              http://download.blender.org/documentation/htmlI/ch11s05.html

CONVERT TO .G3D

      Use the xml2g program of the glexemel tool at
      http://www.glest.org/files/contrib/tools/
      Syntax : ./xml2g ExportedFile.xml DesiredFile.g3d
      
      WARNING : The current version of this program don't seems to work...
                You'll have to add the lines (if they aren't there) :
                      #pragma pack(push, 1)
                  near of the beginning of the file "g3dv4.h" of glexemel and
                      #pragma pack(pop)
                  before the #endif