Search found 22 matches

by Brandano
Wed Apr 13, 2005 3:30 pm
Forum: Python
Topic: Checking Location of a Vert
Replies: 1
Views: 1070

What is wrong with just using Pitagora? you have the coordinates of the vertex, let's call them vx, vy and vz, and the coordinates of the empty, let's call them ex, ey and ez.to find their distance you first need the difference between the coordinates, so you need dx = vx-ex dy = vy-ey dz = vz-ez. I...
by Brandano
Wed Apr 13, 2005 12:03 am
Forum: Coding Blender
Topic: a lil GE question
Replies: 3
Views: 2954

Wish windows had grep...grrr stupid search, um...
Cygwin, my man, is what you are looking for. Why should you need something that behaves like grep when you can have grep? Or alternatively there's also MinGW, which also comes handy if you want to compile Blender from source.
by Brandano
Tue Apr 05, 2005 10:14 pm
Forum: Coding Blender
Topic: Dear Coder, please think about more compatibility
Replies: 6
Views: 3163

Actually documentation about the DDS format (used in several game models, btw) can be found on the Developer site . Some code for reading DDS files and converting them to TGA (but i believe losing mipmaps) can be found here , though I don't know on what licence is released and I would contact the de...
by Brandano
Tue Apr 05, 2005 12:39 pm
Forum: Python
Topic: Multiple UV channels?
Replies: 2
Views: 2793

For my purposes multiple UV's per vertex rather than per face would suffice. My problem is that eventually I'd like to be able to re-export the modified mesh to the original NIF format, and while duplicating the faces would be a viable system for a few import operations (that decal example) it would...
by Brandano
Mon Apr 04, 2005 2:37 pm
Forum: Python
Topic: Multiple UV channels?
Replies: 2
Views: 2793

Multiple UV channels?

Posted this on the Elysiun forums already, but I figure it's more pertinent here, so I'll just paste the post (sorry, I am kinda lazy :)). I am writing an importer for the Netimmerse file format (Morrowind files), and came across a spot of bother. The texturing information for the models allows for ...
by Brandano
Mon Apr 04, 2005 1:33 am
Forum: Python
Topic: Retrieving the texture base path from Python
Replies: 2
Views: 1194

Why not add all the dir's on the prefs. That would be great, and more than what I am looking for. For the moment I'll prompt the user for the texture folder, then. maybe I'll store the last one used, try to read the texture and if the file doesn't exist I'll prompt the user... that might work as well
by Brandano
Sun Apr 03, 2005 8:09 pm
Forum: Python
Topic: Retrieving the texture base path from Python
Replies: 2
Views: 1194

Retrieving the texture base path from Python

I am in the process of writing an importer for the Netimmerse 4.0.0.2 file format. This is the format used for Morrowind's geometries, you can get the script in its current form from the NIFLA Yahoo group . At the moment you need to join the group to download the file, but feel free to redistribute ...