Search found 37 matches

by Hoehrer
Fri Jan 19, 2007 2:04 pm
Forum: Documentation & Education
Topic: Wiki Task-list (General, Manual, Release Notes, ...)
Replies: 3
Views: 3655

If it is a red TODO entry it means one of 3 things: Either there needs to be new content (new features that needs documentation), the existing documentation needs updates or the third case (mostly in "Wiki Task/Manual"): Are these pages already updated? Please check & sync with the todo list. EDIT: ...
by Hoehrer
Fri Jan 12, 2007 10:18 am
Forum: Documentation & Education
Topic: Wiki Task-list (General, Manual, Release Notes, ...)
Replies: 3
Views: 3655

Wiki Task-list (General, Manual, Release Notes, ...)

Roger and myself started a little coordination project in the wiki (Task-list especially for the Manual and Release Notes section) Why we do this? One of the problems was (and currently still is) that new features (and even some older ones) that are added to or improved in Blender and announced in t...
by Hoehrer
Wed Oct 04, 2006 12:07 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

I've also got some troubles with the md2 export. Although I'm not sure if it's _really_ the md2 exporter that is causing them ... but I suspect some wrongly calculated gl-commands. See the full symptom-descriptions in the comment here: http://projects.blender.org/tracker/index.php?func=detail&aid=48...
by Hoehrer
Mon Sep 18, 2006 6:14 pm
Forum: Python
Topic: Get a list of ShapeKeys
Replies: 2
Views: 2889

Thanks for the tip, I'll have a look into your code then :)

CU,
Werner
by Hoehrer
Mon Sep 11, 2006 6:56 pm
Forum: Python
Topic: Get a list of ShapeKeys
Replies: 2
Views: 2889

Get a list of ShapeKeys

Ok, i've got a (hopefully) simple question about shape key access of a mesh from python. Example: I have imported a mesh via the md2 importer. this importer assigns a shape-key (named "Key xxx", where xxx is the current frame) for every frame of the mesh-animation to the model. Mesh-> ("Key 1", "Key...
by Hoehrer
Wed May 03, 2006 7:36 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

I actually found out what causes the "geometry get's f... up" problem ... if s/b else mentioned it before just ignore this post, I didn't go through all the posts. messed up: * create a model * move it (the center of the mdoel) away from the abcolute center * export not messed up: * same as above bu...
by Hoehrer
Thu Apr 27, 2006 2:05 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

Ok, i'm currently using your import/export scripts and found some more things that would be great top have/know: * Is it possible to already create a link between the "Action"-data and the NLA diagram in import? So you can basically import an md2 file and export it again without loosing any data inb...
by Hoehrer
Thu Apr 20, 2006 11:57 am
Forum: Coding Blender
Topic: Quake .map exporter
Replies: 4
Views: 4469

Sorry to resurrect this thread, but are you still working on this script?

While searching for a blender-map im/exporter I found this little link here, but haven't investigated further yet:
http://www.garagegames.com/index.php?se ... w&qid=5851

Werner
by Hoehrer
Tue Apr 04, 2006 8:50 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

The script seems to work fine now. Will report if something doesn't.
Many thanks for your help :)

Just one feature request though. is it possible to define the path ot the images myself? ... this is especially handy if there are alot of relative sub-dirs in the path to the texture.

Werner
by Hoehrer
Tue Apr 04, 2006 11:29 am
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

Cool, will try it as soon as i'm home again.

Werner
by Hoehrer
Mon Apr 03, 2006 11:49 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

The problem with the normals is that the Lightmap lookup index is not calcuated (it gets set to 0). That would explain the messed up output :) The engines that I was using to view MD2's recalcuated all thier own normals, so I didn't implement it. I know I looked into it before and I thought it wasn...
by Hoehrer
Sun Apr 02, 2006 6:11 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

Ok, i've tested the bundled export script (no time to test the new script you posted yet). The exported model is messed up (the normals it seems) when used in the q2 engine, but imports fine in blender.

Werner
by Hoehrer
Sat Apr 01, 2006 7:55 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

Re: How I got it working

heres what I did to get it working: open up your blend using the model view, split the main window make the new window a UV/Image editor window in the 3d view window go into face selection mode(F Key) select all the faces (A key) You should see all the faces show up in the UV/Image Editor in the UV...
by Hoehrer
Fri Mar 31, 2006 9:11 pm
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

It's not just that there needs to be UV mapping on the cube, but you have to have a texture loaded and applied to the model. What do you mean with 'applied'? I add an image to the material and "Map Input"=UV. This is the only way i know to use UV mapping and thus getting images on a model. I'm not ...
by Hoehrer
Fri Mar 31, 2006 8:44 am
Forum: Interface & Tools
Topic: MD2 export problem
Replies: 96
Views: 65982

I got one error in the script, because there's one space too much: ######### Draw and Exit Buttons Button("Export",EVENT_SAVE_MD2 , 10, 10, 80, 18) Button("Exit",EVENT_EXIT , 170, 10, 80, 18) I've fixed it and tried to export the test-cube with an uv-map again, but i just get the error: Model has a ...