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Modification Help / Re: Blender BLB Exporter [v1.2.2]
« on: April 13, 2017, 12:33:21 AM »
I will fix both issues as soon as I can.
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how would fpe screw over grid definitions? wouldnt it be easy enough to check if they conform to the brick grid?Because even though a mesh appears to be Blender grid aligned, a vertex could still have a coordinates such as 1.00000000012 which could cause it to be out of bounds if on the edge of the brick. The rounding helps get rid of such errors. I don't see the issue here?
It's good to see that this is still updated. --A bit slowly though...
minor bug: you use the pre-rounded values when checking if grid[type] meshes are outside the bounds mesh. probably the same bug for collisions, but i didn't check.This is done on purpose. Otherwise the floating point errors would seriously screw you over. In fact my goal is to round vertex coordinates as soon as they are read in order to negate FPE's as much as possible but I'm sure I've missed some places.
I'm getting this every time I export anything with brick grid definitionsLooking into it.
I can't seem to get the exporter to register my use of the TOP texture on this material. Ingame, the uv map is correct, but it uses the SIDE texture instead.Are you using the uvs branch or the master branch? The master branch has little/no support for UV and brick texturing.
The material name is "blank top"; i also tried "top blank".
I'm also getting an error saying i have multiple uv layers - how did I end up doing that?
bump:I'm currently focusing on another project but there's a milestone coming up after which I will be going back to this one. I reckon I can release UV mapping in a month at the latest.
any update on fixing the UV mapping?
Hey, just wondering if your blb exporter works for slanted collision, I had a look at your brick blend file and I really can't get my head around your exporter. Is it like the same as badspots where you have to name them collision1 collision2, etc. and bounds. And does it support more bound boxes and if so what do you call them like bounds1 and bounds2"Slanted collision" is done with DTS models which this exporter does not support. However Port's Blender DTS Importer/Exporter works just fine. See the Smooth Sphere Bricks for example of using DTS collision in a brick. (Requires Port's exporter of course.)
I've looked up on how to do this but nothing seems to fix it. How can I do this?It is a bug in my code/Blender related to the vertex indexing issue I mentioned earlier. I don't think there's anything you can do about it in Blender. It is manually fixable by reordering the UV coordinates in the BLB file for that face, but I can't say what the correct order is as it depends on the order the vertices themselves were exported, which too can change because of the indexing issue.
you'd just have to rescale the uv mapping by -100% horizontallyThis might actually work. I think I made it so that manual UV definitions always override calculated ones.
How do I put print textures on here correctly? - This does not seem to workUnfortunately I completely forgot to add PRINT as a valid brick texture, not to mention the UV calculation does not work on the master branch. I have most of the UV and texture stuff working in the uvs branch but I'm currently having issues with inconsistent vertex IDs in Blender. You could download the uvs branch as a ZIP and install as usual if you need PRINT textures working right now, just be aware that there are still some issues with the UV calculation.
The brick does work in-game though.