Author Topic: Neverblender  (Read 2978 times)

Legacy_Asymmetric

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« on: September 01, 2012, 12:17:38 pm »


               I'm announcing the release of a new neverblender version. In the past few weeks I've rewritten neverblender from scratch. As you may or may not know the old neverblender did not work with newer versions of blender and had no walkmesh support. It has been tested with blender 2.63 (It will not work with 2.5x and older versions, due to changes in the blender api)

You can download the files from the project page
social.bioware.com/project/8497/

Rudimentary documentation ist available, but still WIP.

Update 10/12/2012

v1.02
I have included a minimap generator and  a windows batch script. With this script you can generate minimaps for several mdl files, without the need to start blender and load the mdl file yourself. See the included Readme
               
               

               


                     Modifié par Asymmetric, 10 décembre 2012 - 05:27 .
                     
                  


            

Legacy_OldTimeRadio

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Neverblender
« Reply #1 on: September 01, 2012, 08:38:00 pm »


               What a nice surprise!  I don't know if you've seen it, but there was a slightly newer version of NeverBlender created by NewByPower than the one which was floating around.  It didn't work on the later releases of Blender either, but if there's anything that you can get use of out, here are the scripts.  Here is NewByPower's old page at the NWVault.  I believe everything there was done with the export scripts I linked to, including this nice robe.

Following your instructions for installation and enabling the addon, I was able to load a simple textured cube no problem.  Exporting it turned out to be a little rough, though.  I was able to get settings out but no geometry data.  I'm admittedly not very adept at using Blender, though.  So maybe it was something on my end.  I was just attempting to export the cube out as a placeable with no PWK.  I think I tried all combinations of the settings on export, but am not sure which ones I'm supposed to use.  Here is the test file and texture I was using to import into Blender and I was using Blender 2.63a, FWIW.
               
               

               
            

Legacy_ShadowM

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« Reply #2 on: September 02, 2012, 05:25:50 pm »


               Cool get some documentation going and/or links to tutorials for me and I add them to the list I have below. You may also want to post your link and info under Custom Content Tools. I will add a link to it in NWN1: Custom Content Tutorials list so we can get some more exposure for this. '<img'> people making stuff is always a good thing.

NWN1: Custom Content Tutorials list

Custom Content Tools
               
               

               


                     Modifié par ShadowM, 02 septembre 2012 - 04:26 .
                     
                  


            

Legacy_Asymmetric

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Neverblender
« Reply #3 on: September 02, 2012, 05:30:41 pm »


               Yes I tried to bring NewByPowers scripts up to date, but it was just too much work. The blender API has changed too much, mesh generation works differently. And they switched from python 2 to 3.2, wich means Syntax errors all over the place '<img'>

Hmm, I can export the file and it shows up in the toolset. I'm also using 2.63a. Are there any errors popping up ? For the export settings, try using "All" (It only refers to the mdl base object anyway).  The other two options shouldn't matter, for this mdl. For the import settings I just used the presets.

For the future I also plan to become a developer at projects.blender.org/projects/neverblender/ or perhaps even admin, as they don't seem to be active there anymore.

I'll try to write some documentation, maybe even a tutorial. Blender has some nice Modifiers which may me useful, but I'm a noob when it comes to modeling itself.
               
               

               


                     Modifié par Asymmetric, 02 septembre 2012 - 04:46 .
                     
                  


            

Legacy_OldTimeRadio

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« Reply #4 on: September 03, 2012, 02:23:04 am »


               I didn't get any errors popping up and I tried using All.  I have been using Max for years now and so, sadly, my brain is very much Max oriented.  I still have deep problems getting my brain around the paradigm with Blender.  Mostly the window system, honestly.  But there are things like the object painting that would be so incredibly useful for people to use.  It would be a huge step up for people who are relegated to using GMax.
               
               

               
            

Legacy_henesua

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« Reply #5 on: September 03, 2012, 05:31:22 am »


               This is great news!

I'd enjoy messing around with this in Ubuntu or OSX. Keep us posted of your development.
               
               

               
            

Legacy_PlasmaJohn

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« Reply #6 on: September 07, 2012, 01:50:03 am »


               I get the following:

INFO: loading model
INFO: ... processing geometry pfh0_chest019
Traceback (most recent call last):
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/__init__.py", line 179, in execute
    return import_nwnmdl.load(self, context, **keywords)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 2299, in load
    load_mdl()
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 2234, in load_mdl
    parse_ascii_mdl(ascii_mdl)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 2055, in parse_ascii_mdl
    parse_geometry(ascii_mdl_section)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 1701, in parse_geometry
    node_mesh = danglymeshnode2mesh(parsed_node)              
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 789, in danglymeshnode2mesh
    node_mesh = trimeshnode2mesh(parsed_node)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 734, in trimeshnode2mesh
    node_mat = create_mesh_material(parsed_node)
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 442, in create_mesh_material
    image = load_material_image(parsed_node['bitmap'],'.tga')
  File "/home/jklar/bin/blender-2.63a-linux-glibc27-i686/2.63/scripts/addons/neverblender/import_nwnmdl.py", line 221, in load_material_image
    image.name = filename
AttributeError: 'NoneType' object has no attribute 'name'

location:<unknown location>:-1

location:<unknown location>:-1

Doesn't matter if I have a corresponding .tga image in there or not.
Ubuntu Lucid (10.04.4) 32-bit.
               
               

               


                     Modifié par PlasmaJohn, 07 septembre 2012 - 12:51 .
                     
                  


            

Legacy_PlasmaJohn

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« Reply #7 on: September 07, 2012, 01:58:19 am »


               ':blink:' I take that back... the .mdl refered to a totally different file.  Copying what I thought was the texture to what the mdl states fixed it.  ... Might want to not blow up if the texture is missing.
               
               

               
            

Legacy_PlasmaJohn

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« Reply #8 on: September 07, 2012, 02:38:59 am »


               Oh, forgot to say thanks!
               
               

               
            

Legacy_Asymmetric

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« Reply #9 on: September 08, 2012, 03:30:56 pm »


               Right, thanks for the bug report. I've fixed the issue. A new version stands ready to be downloaded. (I probably should start adding versions to the filename)
               
               

               
            

Legacy_Rolo Kipp

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« Reply #10 on: September 23, 2012, 09:20:23 pm »


               <greedily grabbing...>

I started with blender (barely) and switched to Max when I qualified for the Veteran's free license. But I have a keen interest in this project.

Thank you :-)

<...everything he can>
               
               

               
            

Legacy_henesua

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« Reply #11 on: December 05, 2012, 09:32:35 pm »


               After seeing Asymetric's post about adding minimap creation to NeverBlender... I'm feeling a push off the fence. Time to dust off Blender.

Big kudos to you, Asymetric. 
               
               

               


                     Modifié par henesua, 05 décembre 2012 - 09:34 .
                     
                  


            

Legacy_Asymmetric

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« Reply #12 on: December 10, 2012, 05:11:16 pm »


               I have finished the minimap generation. It probably requires some testing though.
For small minimaps (like 16x16) it it still better to do create them by hand, as the output is bit blurred. You can also just set the size to something bigger like 128x128 and resize later. You'll also need the textures in tga format along with the mdl files.
Generating them from blender is a bit uncomfortable, as I haven't figured out how to show the rendered image from a script (so you have to press F12 after pressing the button). But ...

... I've also created a windows batch script. With this script you can generate minimaps for several mdl files, without the need to start blender and load the mdl file yourself. You can set the size of the minimap and a z-offset (for tilesets with high buildings or above the 0.0 level) in an ini file.
To set it up, you also need to edit the ini file and adjust the path to your blender installation. See the included Readme for more infomation.

Project page: social.bioware.com/project/8497/
               
               

               


                     Modifié par Asymmetric, 10 décembre 2012 - 05:26 .
                     
                  


            

Legacy_Asymmetric

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« Reply #13 on: December 31, 2012, 02:36:05 pm »


               Version 1.03 released. Fixed a bug in animation export and some transparency issues. The latter was only affecting the render in blender and therefore also the minimap creation.

Project page: social.bioware.com/project/8497/
               
               

               
            

Legacy_Rolo Kipp

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« Reply #14 on: December 31, 2012, 05:54:04 pm »


               <tossing a few...>

TY!

<...borderline fruit in to make a smoothie>