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    posted a message on Cutscene Editor Tutorial

    Hi created a very basic scene where a Thor walks along a path. (This works)
    The problem is that i have a camera that should follow the Thor but with no success.
    It follows when I check in the Cutscene Editor, I have a director. And all other properties.

    In game the camera pan to the location where i have the camera, but it totally refuse to follow my Thor. Any Ideas what can cause the issue. I guess it is some property. But I don't know.
    Camera is attached to the Thor's Origin.

    Any help would be appreciated.

    Posted in: Cinematic Creation
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    A bug report when I tried to help SoulFilcher:

    I assumed that it was the ultralisk.m3 model that had the material problem.
    So I decided to open it and check but I got this error:

    raise Exception("SEQSV1.unknown5 has value %s instead of the expected value

    int(0)" % self.unknown5)

    Exception: SEQSV1.unknown5 has value 7 instead of the expected value int(0)

    location:<unknown location>:-1

    location:<unknown location>:-1

    Is it a custom model you made SoulFilcher or does it exist in SC2 ??

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    Hey again
    I have a question about the plugin and how you manage to use

    context.window_manager.invoke_props_dialog(self, width=250)

    This is how my code looks like:

    class NIF_NODE_TO_ADD(bpy.types.Operator):
        bl_idname      = 'nif.node_add'
        bl_label       = "Add Node property"
        bl_description = "Adds a node to the nif file"
    
        defaultnode = bpy.props.EnumProperty(items=NodeTypeList, options=set(), default="BSFADENODE")
        name = bpy.props.StringProperty(name="Name", default="", options=set())
        
        def invoke(self, context, event):
            scene = context.scene
            context.window_manager.invoke_props_dialog(self, width=300,)
            return {'RUNNING_MODAL'}  
            
        def draw(self, context):
            scene = context.scene
            layout = self.layout
            layout.prop(self, "name")
            layout.prop(self, "defaultnode")
            layout.separator()
        
        def execute(self, context):
            scene = context.scene
            node = scene.nif_node_list.add()
            found = False
    
            if self.defaultnode == "BSFADENODE":
                print(self.defaultnode)
            
            for i in range(0,len(scene.nif_string)):
                print(scene.nif_string[i].name)
                if scene.nif_string[i].name == self.name:
                    found = True
                    break
                else:
                    found = False
            if found==False and len(self.name)>0:
                scene.nif_string.add()
                scene.nif_string_index = len(scene.nif_string)-1
                scene.nif_string[scene.nif_string_index].name = self.name
            node.name = self.name
            scene.nif_node_index = len(scene.nif_node_list)-1
            return{'FINISHED'}
    

    But all i get is an empty dialog
    what can I be doing wrong, I have checked all over the net but I find nothing to help
    My guess is the draw method cause removing it makes no difference
    I have also checked in your plugin how you did it but no success

    The NodeList looks like this:

    NodeTypeList = [("BSFADENODE", "BSFadeNode", "Usually the root node"),
                ("NINODE", "NiNode", "Can be used as root node or have a parent"),
                ("BSXFLAG", "BSXFlag", "This node must have a Name of BSX else model will fail")]
    

    Tested with the "name" attribute as a normal string prop and not a string_search prop but no change
    Also tested the most things you would test to verify the cause to this error
    I can upload the files if you like to check them.
    And I also like your plugin Great Work!

    EDIT: Found that I made a Class with the same name as the list, but changed that and still don't get a working dialog
    Disabled the defaultNode and now I get the string property

    TypeError: EnumProperty(...): expected a tuple containing (identifier, name, description) and optionally a unique number ValueError: bpy_struct "NIF_OT_node_add" registration error: defaultNode could not register

    PROBLEM SOLVED

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    @println: Go

    Well the edge wasn't really sharp and when I merged it, it looks fine.

    It may be cause of the animations or that the model is constructed this way but i don't really know. If you want, you can check the model for yourself. and determine if the edge is a sharp one or some other thing

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    I started to edit the marine.m3 and some of the vertexes was not connected to all of it's surroundings see image

    is it supposed to bee like this or is this some sort of bug with the importer

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    @println: Go

    That was an easy fix thx.

    Posted in: Tutorials
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    posted a message on [Blender] How to create an animated coin model for Starcraft 2 with Blender

    I have big issues with the plugin: (flo-m3addon-51b88a2)

    It will not import the model and I get an Attribute-Error: 'Mesh' object has no attribute 'tessfaces' what can cause this?

    I need help

    i have tested the marine.m3 (never checked before) and tank.m3 (never checked before) and colossi.m3 (worked before) and zergling.m3 (also worked)

    another question what is the "lens" of m3 camera the inner or the outer connection pin?? so it will have the right facing

    EDIT:

    Tried to do the coin and export and this also failed giving me an error with attribute

    uvCoordinatesPerVertex = max(uvCoordinatesPervertex, len(mesh.tessface_uv_textures))

    AttributeError: 'Mesh' object has no attribute 'tessface_uv_textures'

    Posted in: Tutorials
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    posted a message on Has a m3 exporter been made for Blender?

    @println: Go

    Grate work :)
    I started decoding the nif file format and found it easier than I thought, Till i decoded the Vector3 look like the following (Using hex editor and nifscope)

    hex - - - - - - - decoded (nifscope)

    00 00 00 3E - - 0.1250
    00 00 80 3E - - 0.2500
    00 00 00 3F - - 0.5000
    00 00 80 3F - - 1.0000
    00 00 A0 3F - - 1.2500
    00 00 C0 3F - - 1.5000
    00 00 00 40 - - 2.0000
    00 00 80 40 - - 4.0000
    49 9D AE 40 - - 5.4567

    It's kinda hard to solve when you don't find anything useful in nif.xml
    I believe the last byte is some sort of constant... but i don't see a pattern in it though :( (The first two bytes)

    YAY solved it :D

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    @println: Go

    Ok I thank you for your help and i will search the net, check blender forum and so.

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    I get how you did it but now I'm stuck
    I successfully made the init.py and it was pretty easy.

    I have tried to analyze the nif files but its hard to get its structure if you get my point.(binary)

    the header was easy to figure out look like this
    Gamebryo File Format, Version 20.2.0.7
    Then some binary data containing version, endian type, user version = 12, number of blocks, user version 2 = 83, and a lot of other information such as strings and creator

    I know the "user version" cause else creation kit freaks out and crashes. Nifscope tells me this values as well, but only when i open a skyrim model

    any tips on how to get the valuable information. And how did you do?
    I will check the nif.xml that comes with nifscope

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    @println: Go

    My bad with the duplication when i compared the two models the list just increased without clearing itself. So by opening the model and removing it will cause the list be become huge.
    I let you know if i find any thing else.

    off topic
    I have another question how did you start building this plugin. Cause I want to make a plugin for Skyrim that can handle like animations add the most important the collision with is pretty hard to make in nifscope and the animations are an own file so its gonna get hard to make. but i think i can do it :D . But firs i make it simple, probably import.
    I assume that you have taken a look at some other scrips and plugins.
    Any tips would be appreciated.

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    Just tried out the export function and it worked...
    Something in the script or the XML is wrong because i don't think it is supposed create a file that is 8x bigger than the normal file. The model i tested was colossi and the exported file is 4,3 MB big and original is 526 KB so... something is wrong :(

    I tried to check the model data and it seams to add a lot of unnecessary data to the file cause of its size. And compared in blender the exported model is turned 90 deg right from the normal if you get my point. else it seams to wok. The animation menu get a lot of added unusable animations with the same name as the one that is working. This may be an issue.

    used the latest plugin files.

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    It worked better with the latast download but i get two miss shaped "foot/leg" on the colossi, any ideas

    I assume i only have to edit something in the structure.xml or is that a part in the py scripting

    it is the left front "foot" and it is twisted 90 deg towards the center
    and the right front that is just a little twisted towards the center lik 10-20 deg

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    Thx for the help but.

    I added the SRIB and IKJT to Sections and it complained so i added

    <field offset="528" name="ikjtData" type="Reference" refTo="IKJTV0"/>

    what it told me to add and i did and the model was loaded....
    just a bit screwed up look at pic

    do i have to add a refTo to the Srib aswell??
    if i have to what values do i add, cause it never complained and nothing interesting is showed up in the console

    Btw i like the script and it was easy to modyfy the xml file so it would load the model

    Posted in: Third Party Tools
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    posted a message on Has a m3 exporter been made for Blender?

    Downloadad the script and tried to import colossus.m3 but all i get is an error.
    I was able to import the zergling anyway

    ERROR Unknown section at offset 473024 wtih tag=RIB_ version=6 repetitions=1 sectionLengthInBytes=752 guessedUnusedSectionBytes=4 guessedBytesPerEntry=748.0

    This error occour 2 more times with the values
    offset 473776 tag=SRIB ver=0 rep=1 sectleng=272 unused=0 perentry=272.0
    offset 474048 tag=IKJT ver=0 rep=4 sectleng=128 unused=0 perentry=32.0

    script init.py line 860 in execute
    m3import.importFile(self.properties.filepath)

    script m3import.py line 1003 in importFile
    importer.importFile(filename)

    script m3import.py line 347 in importFile
    self.model = m3.loadModel(filename)

    script m3.py line 10598 in loadModel
    sections = loadSections(filename)

    script m3.py line 10588 in loadSections
    raise Exception("There were %s unknown sections" % unknownSections)
    Exception: There were 3 unknown sections

    Posted in: Third Party Tools
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