Search found 83 matches

by Roja
Mon Jan 10, 2011 2:30 am
Forum: Python
Topic: export to cal3d restoration for blender 2.49
Replies: 19
Views: 7783

Yes please port it to 2.5! Not having a cal3d exporter is one reason I can't switch over to 2.5 yet. I'll help in any way I can with testing.
by Roja
Fri Apr 21, 2006 1:51 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Try this one then:
http://purple.worldforge.org/cvs/forge/ ... cal3d_2.py

I had to modify it to get it to work for me(as you can see from reading previous posts). But it worked for those guys..might work for you.
by Roja
Sun Apr 16, 2006 4:36 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

which exporter are you using kostya? The one I posted works just fine for me...I've had no problems so far. But the other ones did NOT work for me, yet worked for others...so it also probably depends on your game engine.
by Roja
Sat Mar 18, 2006 1:55 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Hm, the one from Soya seems to be the script without the nice GUI. That's the one I never used :p
by Roja
Sat Mar 04, 2006 6:25 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Well, I still dont know why the old/new animations work a little differently, but to get around it i'll just export all new animations with the new exporter, since they do actualy work. I noticed that that extra keyframe in fact seems like it SHOULD be there, because in blender i really do have 9 ke...
by Roja
Thu Mar 02, 2006 4:23 am
Forum: Python
Topic: Armature symmetry [solved - at least for me]
Replies: 4
Views: 6001

Is this perhaps the same bug discussed about here?:

http://www.blender3d.org/forum/viewtopi ... c11c48ba8c
by Roja
Sun Feb 26, 2006 8:23 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Well as I said in a post above, it's still not 100% working properly. The animations are not compatible with the old animations, something is wrong still.
by Roja
Wed Feb 22, 2006 11:22 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Did you find the problem with the animations yet?

They ARE different from the old ones slightly, it will work on the model but it strangely seems to shrink it a bit so they aren't really compatible with the old animations.
by Roja
Tue Feb 21, 2006 4:01 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Also, the animation files are still different sizes, internally they are different. Here are 2 animation files, they are from the exact same blend file, the exact same animation, only 1 is from blender 2.37, the other 2.41: http://www.eternal-lands.com/misc/player_walk_237.xaf http://www.eternal-lan...
by Roja
Tue Feb 21, 2006 3:51 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Hi, Ok I got it working now it seems! My artmature's pivot was centered on itself, not the origin, that's why the animation didnt' work correctly for me. So, I just went into edit mode and moved the bones up, so the pivot was centered on the origin(so that the model in the game would be walking on t...
by Roja
Sat Feb 18, 2006 12:03 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Hi, ok I tested it out, here's my results: new mesh works with old skeleton and animations, BUT, the UV coords of the new mesh are flipped. New skeleton seems to be fine, but does not work with new mesh & animation OR old animation. So from this I would assume that it's the animation that didnt' exp...
by Roja
Wed Feb 01, 2006 10:49 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

ah ok. Guess that means i gotta stick with 2.37 for a few more months. Oh well, at least we know what the problem is :)
by Roja
Tue Jan 31, 2006 4:16 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Alright, tested: 1. Old Mesh files are no longer jumbled..BUT, any new mesh I export STILL crashes the client/viewer. I can't get a new mesh to work. --I exported XMF versions(so that you can actually read the file) of the new mesh, and the old mesh(with the old exporter/blender), and noticed that i...
by Roja
Sat Jan 28, 2006 3:23 am
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Hi,

I don't use the .cfg files at all, so i can't try that thing.

Anyway I wish I was a programmer so i can help with this! All I can do is testing. Just let me know when you've made any progress as i'm very anxious to see it working too :)
by Roja
Thu Jan 26, 2006 10:33 pm
Forum: Python
Topic: fixing BlenderToCal3D script to work with 2.4
Replies: 60
Views: 49347

Hi, Ok tested it again, this time nothing exported, I got this error message: Traceback (most recent call last): File "<string>", line 1674, in bevent File "<string>", line 1471, in export NameError: global name 'outputFile' is not defined btw, if you have an IM program i'd be more than happy to hel...