The UVs of the SiegeTankMorph model looks fine to me. In Blender and after an export in the cutscene editor. Can you make sure that you use a current version of the m3addon and describe more in detail what is wrong?
@println: Go Here's what I'm talking about, I had this problem with some models before, but you fixed those. I'm not using the latest version, but it isn't a very old version either. I'll try again later with the latest version.
EDIT - After updating to the latest version of the m3addon, I've been trying to import MarSaraBridge.m3, and while the geometry loads in (or most of it?) I still get some errors on the console:
Quote:
Load C:\Users\Matthew\Desktop\map testing\MarSaraBridge.m3
Creating actions(animation sequences)
Creating bone structure in rest position
Adjusting pose bones
Loading materials
Loading cameras
Loading fuzzy hit tests
Loading tight hit test shape
Loading particle systems
Loading forces
Loading lights
Loading attachment points and volumes
Traceback (most recent call last):
File "C:\Users\Matthew\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\m3addon\in
it.py", line 287, in handleForceIndexChanged
force = scene.m3_forces[scene.m3_force_index]
IndexError: bpy_prop_collection[-1]: out of range.
File "C:\Users\Matthew\AppData\Roaming\Blender Foundation\Blender\2.63\scripts\addons\m3addon\init
.py", line 285, in handleForceIndexChanged
I get a Star2Force01 bone in the armature, which I hope would be the walkable bridge surface (if i correctly understand how bridges work), but there's no vertex group / mesh for this or anything in the M3 Forces section.
Any input into how a bridge should work would be welcome.
It's now possible to make global loops with the addon. (e.g. you can have one animation like rotating rotors play while the model is playing another animation). To do that you have to add an STC to the animation and mark it as running concurrent. An STC is bascially a collection of animated attributes. You can assign Fcurves to a STC via a button. All fcurves that aren't assigned to a STC will automatically be assiged to the STC with the name "full". If the "full" STC does not exist it will be created automatically.The area isn't very well tested out and explored yet. Any feedback on how it actually works would be great. I personally don't understand why for example the archon has multiple STCs for some of the GL animations.
Another new feature is that the file imports and exports the boundings of the objects. You can find them in the "M3 Boundings Panel". Parts of the model that are outside the boundings don't cast a proper shadows. Boundings that are much larger than the model are propably bad for performance.
Some Blender bug prevents them from showing properly as animated, but the animation import and export works. If someone can find out details about how to reproduce this bug without importing a model it would be great. It would help to get a bug report filled in for Blender itself.
I can reproduce your bug SoulFitcher, the cause of it is however very well hidden. It seems to be an issue with importing the model, since the UV bug is visible in Blender too once you add textures.
It seems like you added and removed a force manually. The removal of the foce caused the exception. I fixed that issue. When you added the force the bone got added, but the bone did not get automatically removed when you remove the force.
Hey printin, I have this problem with importing to blender. I'm trying to import some of Phaos' models but whenever I do I get an error message. I have the latest version of blender and the m3 importer.
The UV issue have been caused by Blender chaning the order of the vertex indices. In the newest version of the m3addon (master branch) I worked around this issue by using the reordered indices.
Hi all I think I know the reason why some of Phaos' models can't be imported.
I used the m3ToXml.py script and it said that the EVNT section version was 0 and the supported EVNT section have version 1 so if I'am right this is an older m3 format.
I also tried to add the unknown structure to the xml file but i could not get it working
It would be possible that it's an older model format, but I doubt it. It's just the version number of the EVENT structure that differs. It's otherwise using the exact same format. At least if you dont coun't that the model isn't using the animation id 0x65bd3215 for animation end events, but a random animation id.
Since Leruster is using the m3addon too for validating the 3ds max files I assume that Phaos used an old version of the 3ds max exporter or even another tool.
The first is that the animation is a bit broken see image for details(Both BC play the stand animation)
and the second issue is that the small side cannons is of the model also see image for this, The issue is being something with the importer cause this is visible in blender(This is only happening on one side of the model)
You can also see on the first image that the cannons are only broken on one side
Hi println, just wondering if you plan to update the addon for blender v2.64? I am trying to do your tutorial and when I get to the export as me part at the end of the first video I get an error. I have tried copying the stuff that comes up in the error but I cant figure out how, so I am attaching a screenshot of it below. I don't know if maybe I didn't put the source folder in the right place or what because your instructions for installing it are for 2.63 and that folder doesn't exist anymore...there is of course a 2.64 folder with a scripts and addons folder within it, and thats where I put m3addon-master, which is the only folder I got with the download.
The m3addon works with Blender 2.64, if you place the files at the correct location. The code needs to be able to generate a m3.py file which is not possible if you place the files into the write protected programs folder. Instead you have to put the files on windows 7 to:
C:\Documents and Settings\%username%\Application Data\Blender Foundation\Blender\2.64\scripts\addons
@chaos2night: Go
I know now what is causing the issue with the always visible energy core of the battle cruiser. Since you said it's low prio I am currently focusing on other things.
You might also want to check that you are running Blender with admin rights, not standard user. If you dont, then you cant follow the tutorial and save stuff to the root c: folder
http://i.imgur.com/jX66a.jpg
As you can see the imported model there is very large (almost a quarter of the x axis of the map!) and rotated incorrectly. I tried rotating it forward and scaling it down in Blender and reexporting and importing but the model is still the same. The texture is also not applied even though I'm pretty sure the texture paths are correct. Am I missing something?
Hey PrintIn I still get those UV flips, the model I tried to import was the SiegeTankMorph.m3
@SoulFilcher: Go
The UVs of the SiegeTankMorph model looks fine to me. In Blender and after an export in the cutscene editor. Can you make sure that you use a current version of the m3addon and describe more in detail what is wrong?
@println: Go Here's what I'm talking about, I had this problem with some models before, but you fixed those. I'm not using the latest version, but it isn't a very old version either. I'll try again later with the latest version.
EDIT: Nvm. Problem seems to be fixed in the latest version.
EDIT - After updating to the latest version of the m3addon, I've been trying to import MarSaraBridge.m3, and while the geometry loads in (or most of it?) I still get some errors on the console:
I get a Star2Force01 bone in the armature, which I hope would be the walkable bridge surface (if i correctly understand how bridges work), but there's no vertex group / mesh for this or anything in the M3 Forces section.
Any input into how a bridge should work would be welcome.
@all:
It's now possible to make global loops with the addon. (e.g. you can have one animation like rotating rotors play while the model is playing another animation). To do that you have to add an STC to the animation and mark it as running concurrent. An STC is bascially a collection of animated attributes. You can assign Fcurves to a STC via a button. All fcurves that aren't assigned to a STC will automatically be assiged to the STC with the name "full". If the "full" STC does not exist it will be created automatically.The area isn't very well tested out and explored yet. Any feedback on how it actually works would be great. I personally don't understand why for example the archon has multiple STCs for some of the GL animations.
Another new feature is that the file imports and exports the boundings of the objects. You can find them in the "M3 Boundings Panel". Parts of the model that are outside the boundings don't cast a proper shadows. Boundings that are much larger than the model are propably bad for performance. Some Blender bug prevents them from showing properly as animated, but the animation import and export works. If someone can find out details about how to reproduce this bug without importing a model it would be great. It would help to get a bug report filled in for Blender itself.
@SoulFilcher: Go
I can reproduce your bug SoulFitcher, the cause of it is however very well hidden. It seems to be an issue with importing the model, since the UV bug is visible in Blender too once you add textures.
@netherh: Go
It seems like you added and removed a force manually. The removal of the foce caused the exception. I fixed that issue. When you added the force the bone got added, but the bone did not get automatically removed when you remove the force.
Hey printin, I have this problem with importing to blender. I'm trying to import some of Phaos' models but whenever I do I get an error message. I have the latest version of blender and the m3 importer.
@SoulFilcher: Go
The UV issue have been caused by Blender chaning the order of the vertex indices. In the newest version of the m3addon (master branch) I worked around this issue by using the reordered indices.
@PsychoticArchon: Go
The models of Phaos' models don't seem to be valid m3 files. I tried to contact him but without success yet.
@println: Go Thanks for the hardwork you've been putting in this addon.
Hi all I think I know the reason why some of Phaos' models can't be imported.
I used the m3ToXml.py script and it said that the EVNT section version was 0 and the supported EVNT section have version 1 so if I'am right this is an older m3 format.
I also tried to add the unknown structure to the xml file but i could not get it working
@chaos2night: Go
It would be possible that it's an older model format, but I doubt it. It's just the version number of the EVENT structure that differs. It's otherwise using the exact same format. At least if you dont coun't that the model isn't using the animation id 0x65bd3215 for animation end events, but a random animation id.
Since Leruster is using the m3addon too for validating the 3ds max files I assume that Phaos used an old version of the 3ds max exporter or even another tool.
I have found two issues with the battlecruiser.m3
The first is that the animation is a bit broken see image for details(Both BC play the stand animation)
and the second issue is that the small side cannons is of the model also see image for this, The issue is being something with the importer cause this is visible in blender(This is only happening on one side of the model) You can also see on the first image that the cannons are only broken on one side
Hi println, just wondering if you plan to update the addon for blender v2.64? I am trying to do your tutorial and when I get to the export as me part at the end of the first video I get an error. I have tried copying the stuff that comes up in the error but I cant figure out how, so I am attaching a screenshot of it below. I don't know if maybe I didn't put the source folder in the right place or what because your instructions for installing it are for 2.63 and that folder doesn't exist anymore...there is of course a 2.64 folder with a scripts and addons folder within it, and thats where I put m3addon-master, which is the only folder I got with the download.
@Dryeyece: Go
The m3addon works with Blender 2.64, if you place the files at the correct location. The code needs to be able to generate a m3.py file which is not possible if you place the files into the write protected programs folder. Instead you have to put the files on windows 7 to:
C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.64\scripts\addons
and on Windows XP to:
C:\Documents and Settings\%username%\Application Data\Blender Foundation\Blender\2.64\scripts\addons
@chaos2night: Go I know now what is causing the issue with the always visible energy core of the battle cruiser. Since you said it's low prio I am currently focusing on other things.
You might also want to check that you are running Blender with admin rights, not standard user. If you dont, then you cant follow the tutorial and save stuff to the root c: folder
@Monkalizer: Go
No, you don't need admin rights. You just need to place the files not in c:\Programs but in the folder I posted for your system.
I just converted another part of the tutorial from text to a video.
I converted the rest of the tutorial to a video. I added however placeholders for an extension of this tutorial.
Hi printIn,
http://i.imgur.com/jX66a.jpg As you can see the imported model there is very large (almost a quarter of the x axis of the map!) and rotated incorrectly. I tried rotating it forward and scaling it down in Blender and reexporting and importing but the model is still the same. The texture is also not applied even though I'm pretty sure the texture paths are correct. Am I missing something?
@JackRCDF: Go
I had some scaling problems too. I solved it by setting a scaling factor in the actor that holds the model (using a on creation event).