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 PostPosted: 15 Oct, 2007 
 
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Hi Zombie, your problems have nothing to do with the exporter because when I exported the blend file you emailed me I also got your graphic glitches. Anyway here's the old exporter tutorial: http://www.sup-com.net/forum/viewtopic.php?t=11

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 PostPosted: 18 Oct, 2007 
 
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well, i already knew this tutorial. and, after all, it didnt help me
I did as told, but the glitch continues existing. i need a step-by-step explanation. what did i do wrong?!


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 PostPosted: 18 Oct, 2007 
 
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As far as I can tell there is maybe something wrong with the importer. Because for self made units, it seems to work fine.

I have edited a cybran commander by only moving his bones after I exported it it appears totally black in game.

( I haven't tested it again with GeomanNL's modified importer.)


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 PostPosted: 19 Oct, 2007 
 
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well, I will have some pretty funny tests today with it, so lets see what it will bring...


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 PostPosted: 19 Oct, 2007 
 

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The original importer doesn't treat the UV coordinates correctly; it should mirror the y-coordinates, but it doesn't do that.
Maybe editing the UV points will solve your problem
Yet it is strange that the model is completely black; maybe there is in incorrect reference to a file, or maybe one of the filenames has an error.
Or maybe the exporter does something strange; if that's the case, then I will take another look at it to see if it can be fixed.


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 PostPosted: 19 Oct, 2007 
 
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well do you see those black glitches? its no problem of the texture itself, its a gpg texture.
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and i dont know why this problem exists


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 PostPosted: 19 Oct, 2007 
 

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Maybe the specteam, could be that if you've chosen the black player color?
What did you do to create this?


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 PostPosted: 20 Oct, 2007 
 
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well, step-by-step:

1.) I imported the cybrans T3 fac
2.) I removed all doubles
3.) I changed it with some guns and some stuff aso.
4.) I re-boned it correctly (that the unit's turned isnt a problem)
5.) i optimised the UVmap on the albedo texture
6.) I exported it with selecting just the armature and then exporting
7.) It was built into a mod with the correct albedos.


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 PostPosted: 20 Oct, 2007 
 

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I was able to reproduce something like you saw by importing/exporting a t3 uef mass extractor. I haven't done this test earlier cause I thought it was ok, but it's clear the error is due to the importer or exporter.
I'll take a look at it this week.


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 PostPosted: 20 Oct, 2007 
 
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ok, thanks! Youre a real blessing to the few blender artists in the sc community!


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 PostPosted: 21 Oct, 2007 
 

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Right... the normal and binormal vectors were written in the wrong order by the exporter, compared to what's expected by the SupCom C++ code structure.
It looks like the SupCom demo script reads them in the wrong order, maybe that confused the original writer of the exporter script.
I've switched those vectors, and that removes the strange black glitches.
I've refreshed the download file.
This error won't apply to the import script, cause that script doesn't import the normals (the normals are recalculated by Blender).


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 PostPosted: 21 Oct, 2007 
 
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You f*cking fixed it!!! Thank you a thousand times!!!


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 PostPosted: 21 Oct, 2007 
 

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Good to hear that it finally works; There might still be a remaining problem.
In Blender, one can make a model with faces that share vertexes.
This means that the normal of a vertex may not be the same normal as that of the face.
In supcom, it looks like all flat areas have their own set of vertexes, and I think the normals of those vertexes are those of the faces. (i've noticed a few exceptions to this rule; maybe those are erroneous)
It looks like the blender-supcom exporter splits the connected faces into separate ones, each having their own vertexes; but it copies the vertex normals directly from blender, which may be wrong. Maybe Supcom needs the vertex normals to be the same as that of the faces.
What do you think, shall I try to change this or not? I do not know if this is a real problem or not.


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 PostPosted: 21 Oct, 2007 
 
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No, thats no problem. Simply modify the model on a special way:

First select all faces
then extrude "every single face"
do select swap
delete selected faces (not "only faces")
export.UVmap and that stuff remains, the faces are just splittet


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 PostPosted: 21 Oct, 2007 
 
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Well done GeomanNL! I noticed the vertexes issue you mention above when a SupCom model is imported into Blender, so it might prove helpful for those using the importer. It doesn't affect the exporter really, as you won't be importing your exported scm, but if you can fix it please do.

It's great that you'll finally be able to make models ZombieJesus :D

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 PostPosted: 21 Oct, 2007 
 
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Awesome GeomanNL <3 <3 ;)

Now you may should make an separate Topic, at least if you are willing to help us further. :D


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 PostPosted: 21 Oct, 2007 
 

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Pureon wrote:
I noticed the vertexes issue you mention above when a SupCom model is imported into Blender, so it might prove helpful for those using the importer.


I do not understand the problem with the importer.
Do you want the normals to be read from the scm file?

Quote:
Now you may should make an separate Topic, at least if you are willing to help us further


Dunno about making a new topic, the dust should settle on this one first I think.
Since I know a bit about the script already, it shouldn't be too hard to fix some more things if you find something strange.

Quote:
First select all faces
then extrude "every single face"
do select swap
delete selected faces (not "only faces")
export.UVmap and that stuff remains, the faces are just splittet


I didn't know that's possible.


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 PostPosted: 22 Oct, 2007 
 
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Well, I tried to fix this bug myself after there was no help in sight, so i tried almost all i could imagine...with no result :?

but thats gone, and at least one thing it brought :experience ;)

I noticed one problem with the importer: I tried to import a seraphim unit, a bot, with its walk cycle, but there was a python script error and it didnt import the animation but frame 1


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 PostPosted: 22 Oct, 2007 
 
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Quote:
Do you want the normals to be read from the scm file?

No no, I'm talking nonsense as usual so please ignore...

Could a Moderator/Admin please rename this topic Blender Discussion topic? I doubt the topic creator (That's you Darius :D) will have anything against that. Thanks!

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 PostPosted: 22 Oct, 2007 
 
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Once Darius confirms hes okay with it, or he could just do it himself.

Mike

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 PostPosted: 22 Oct, 2007 
 
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Whoops didn't think of that, sorry OrangeKnight. Darius I think you should rename the topic to something a little more appealing for new Blender modellers. But that's just my opinion. Blender offers a lot to SupCom now the scripts are being fixed...

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 PostPosted: 23 Oct, 2007 
 
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Nothing against it! Would be perfect if Pureon and GeomanNL would have the same right to change the first post, but I don't think this is possible.

So if someone of you both has an idea how I should change the first topic please let me know. Your wish is my command.

And if I am away for some reason the permission to everything is given.



Edit: @GeomanNL as you may seen I changed the first post with a direct link to your script. You may change the linked post a bit. Because otherwise it is a bit confusing to new visitors.
  • Add a download link to your .py file
  • Tell them how awesome you are ;)
.. O **** I have to hurry now...


Last edited by Darius_ on 23 Oct, 2007, edited 1 time in total.

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 PostPosted: 23 Oct, 2007 
 
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Is there any way to import a model without having an SCA file? I need to, but I can't figure out how. :?

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 PostPosted: 23 Oct, 2007 
 

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Thanks Darius.

Yes, you can import just an SCM file, just press cancel when it asks to import the SCA file.
For some reason you can't see the model yet; you've to click on the bone, and go to edit mode. Then it'll show.
(I don't know how to fix this)


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 PostPosted: 23 Oct, 2007 
 
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or you can imprt the scm 2 times, there will an animation called like the scm be created, but thats no problem as its empty


og his keyboardkiles me >.<


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