Poll

After you've tried the new reference frame import feature, do you think it should be enabled by default?

Yes
No

Author Topic: [Blender] New DTS plugin  (Read 134640 times)

Did you check off transparent in the material settings? did you include the materials in the same folder as the dts?

congrats on getting it ingame though that's cool

I just turned off all transparent in setting on every materials , yes

oh thank, I need help with objects location and mountpoints it showed this again D:
« Last Edit: July 15, 2016, 05:39:36 PM by master king deaddude »

I tried to animate a projectile but this came up.

It was working before I added the animation, any help?

show us your outliner. you cant put animations under meshes, only empties



Animation isn't working in-game either, how can I make it work?
« Last Edit: July 20, 2016, 09:41:13 PM by Kyuande »



Animation isn't working in-game either, how can I make it work?
oh boy
take a look at this, i think the .blend is in there with all of the animations, it's just a rotating cube
https://www.dropbox.com/s/hpboct9f61grikw/Weapon_rotCube.zip?dl=1
« Last Edit: July 20, 2016, 10:35:06 PM by Cruxeis »

  • Fixed generated textures using the wrong color space.
    Blender material colors use linear RGB internally, the PNG format we generate and use in Blockland expects sRGB.
    It now properly converts between these, so colors won't look too dark/too bright anymore.
  • Changed the flags used when importing/exporting sequences so that you can now set priorities without blending. The flags are now:
    • priority <number>
    • blend
    • cyclic
    As usual, these should be listed (comma separated) in the Sequences text block, prefixed by the sequence name and a colon (on each line).

I'm glad you're still working on this.  I don't want to ever have to install Blender 2.49b again.

it only can really replace 2.49b entirely if armature support is added so we dont have to work with empties purely when animating playertypes

nevertheless the priorities/blend/cyclic modifiers make it possible to do playertypes entirely in 2.7n so this update is a huge deal. can anyone shed some light into when and where "blend" is required though? in 2.49b i only had to blend some anims to specific frames of other anims, so i dont understand how assigning a blend modifier to a sequence works

I could be wrong on this, but blend is what allows certain animations to work together. Like both arms up + spam activate.

Here are the flags for all the default sequences (those omitted do not have any):

m_activate.dsq: priority 64, blend
m_activate2.dsq: priority 64, blend
m_armattack.dsq: priority 64, cyclic, blend
m_armreadyboth.dsq: priority 14
m_armreadyleft.dsq: priority 14
m_armreadyright.dsq: priority 14
m_back.dsq: priority 12, cyclic
m_crouch.dsq: priority 20
m_crouchback.dsq: priority 21, cyclic
m_crouchrun.dsq: priority 21, cyclic
m_crouchside.dsq: priority 21, cyclic
m_death1.dsq: priority 128
m_fall.dsq: priority 7
m_headside.dsq: priority 0, blend
m_headup.dsq: priority 0, blend
m_leftrecoil.dsq: priority 64, blend
m_look.dsq: priority 8, blend
m_plant.dsq: priority 64, blend
m_root.dsq: priority 0
m_rotccw.dsq: priority 64, blend
m_rotcw.dsq: priority 64, blend
m_run.dsq: priority 12, cyclic
m_shiftaway.dsq: priority 64, blend
m_shiftdown.dsq: priority 64, blend
m_shiftleft.dsq: priority 64, blend
m_shiftright.dsq: priority 64, blend
m_shiftto.dsq: priority 64, blend
m_shiftup.dsq: priority 64, blend
m_side.dsq: priority 12, cyclic
m_sit.dsq: priority 64
m_spearready.dsq: priority 14, blend
m_spearthrow.dsq: priority 14, blend
m_standjump.dsq: priority 8, blend
m_talk.dsq: priority 0, cyclic, blend
m_undo.dsq: priority 64, blend
m_wrench.dsq: priority 64, blend

As far as I'm aware the only issues remaining with this plugin are:

  • Detail levels sometimes get mixed up (or have previously). I don't know if this still happens. If you have a .blend that exhibits this, please give it to me.
  • It uses empties instead of bones. This makes it impractical to have multiple animations in one file and rules out the possibility of supporting deform animations/weighted rigs. I have no idea how to fix this. At all.

Of less priority (right now) are:

  • The "apply mesh transforms" setting is untested.
  • There is no documentation.

Besides that, I would consider this plugin stable and usable.
« Last Edit: August 31, 2016, 04:18:21 AM by portify »

Another character, like #

Another character, like #

I originally wanted to do 'name' but # speaks to me. I think to satisfy most people I will implement the custom property and use that if present, and otherwise strip off any #... suffix on the name to allow for the other method.

Best of both worlds, I like it.

Why? Blender uses .xxx by default, so you should be removing .xxx, not something that needs to be set up manually.