Export Script for Blender 2.6

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yzmxer608
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Re: Export Script for Blender 2.6

Post by yzmxer608 »

2.62 works with the old one, I'll try that too though.
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barrington314
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Re: Export Script for Blender 2.6

Post by barrington314 »

i get that error, but i still get a .jm file saved. idk if it works, because idk what to do next. i tried following ddmx's tutorial, but i dont get the unwrapping steps.
would be really nice to have a video tutorial of start to finish on the newer blender. even if it was just a cube or something very simply modeled. or an existing model. but just showing how to unwrap it to set it up for skinning, exporting everything, and putting into game.
yzmxer608
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Re: Export Script for Blender 2.6

Post by yzmxer608 »

The new export script works, but skins don't show, the materials work. (don't worry about the rest of the front end...).
Image
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jlv
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Re: Export Script for Blender 2.6

Post by jlv »

They must have moved the texture coordinates too. I'll have it updated in a bit.
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Re: Export Script for Blender 2.6

Post by jlv »

I think I have it now. Try it again:

http://mxsimulator.com/scripts/jm_export_263.py
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yzmxer608
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Re: Export Script for Blender 2.6

Post by yzmxer608 »

Yep that works, thanks!
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barrington314
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Re: Export Script for Blender 2.6

Post by barrington314 »

ok, so right now, im just trying to learn the basics of exporting the object, exporting uv map. and getting it in game.
so i took the cube you start out with (selected in object mode) and just tried to export it to .jm. that worked with no error using this last script above. i also got it split and put into the uv map. and got the png image. i then just added some color to the sides in PS just to be able to see it. so next i did what id do with every object and tried putting it into a track. go into mxs editor dont see the statue symbol. i dont get any error message either saying missing .jm or anything. even if i take the jm out of the track folder, but still have it wrote in the statues file, there is no error message.

can anyone figure out what im doing wrong?
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Re: Export Script for Blender 2.6

Post by jlv »

It only warns about missing shape files. I think there was a good reason for not warning about missing models but I can't remember what it was now.

You can open the jm file in a text editor if you want to make sure something was actually written to the file.
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barrington314
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Re: Export Script for Blender 2.6

Post by barrington314 »

jlv wrote:
You can open the jm file in a text editor if you want to make sure something was actually written to the file.
yea, its basically just a shit load of numbers. idk what it should look like. but theres something there.

shouldnt the statue "symbol" thing in editor show up no matter what?
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Re: Export Script for Blender 2.6

Post by jlv »

You mean the arrow right? Not if it completely failed to parse the line.
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barrington314
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Re: Export Script for Blender 2.6

Post by barrington314 »

yea thats what i mean.
ugh. im using 2.63. i used that last script you posted. and did it by opening text editor in blender, pasting. then run script. then file export mx simulator jm.
does the statue arrow have anything to do with the uv map/png image? is it possible something im doing there is wrong?
barrington314
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Re: Export Script for Blender 2.6

Post by barrington314 »

wow im a dumb dumb. atleast i figured it out on my own tho. i forgot null at the end... now i just need to dial in this UV mapping.
ehm24
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Re: Export Script for Blender 2.6

Post by ehm24 »

When I click user preferences it only lets me "Save as default and I can't do anything else?

Image
Image
DJ99X
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Re: Export Script for Blender 2.6

Post by DJ99X »

Click on the button to the left, see if that does anything
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Re: Export Script for Blender 2.6

Post by DJ99X »

Actually, click on that button, and set it to 'Info'. That will show the File, Add, Blender etc menus. After that, go File>User Preferences. A window will pop up
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