LegoPepper wanted to know how to use export.py from my recent project of porting Kitchen to v21.
About export.pyexport.py from kitchen is the second version of the second rewrite of a mass exporter script for exporting collision shapes from blender.
It was made specifically for
this project, to get around the limitations presented by Blockland's collision system.
Because of that, it should not be considered a general purpose tool.
I highly recommend modifying it, or taking pieces from it, to serve your own purposes.
Here is a commented picture outlining the various sections of the code and what they do.
You can download export.py here:
https://leopard.hosting/download.php?f=cxinnUsing export.pyRequires Blender 2.78 and port's dts exporter.Create a blender project with some visual shapes, and some collision shapes.
start blender
delete beginning cube
save as
create a new folder in blockland addons
name it
name and save file
copy export.py
into our new folder
there it is
Don't forget to create the shapes folder!
create a folder
name it shapes
let make a cube
there it is
rescale to 4. (S, move mouse, 4, return)
duplicate the shape (shift+D, hold middle mouse+movemouse, 0, return)
there it is
rescaling using the object properties (on the right, click, 2, tab, tab, 2, return)
let's make this easier to see
some more rescaling (click, 5, return)
now to use a modifier, we want to take cube.001 out of cube to leave cube with a hollowed out middle
selecting boolean
selected Difference, and Cube.001
apply the changes
delete the cutting object
there she be. now we have to do collision
hit tab to enter edit mode. it looks like some of the faces use more than four points, which blockland can't handle
the easiest way to deal with that is to triangulate the faces
done. now we want to separate pieces of it off to use for collision. the pieces we select will be turned into convex shapes.
selected a chunk of it
duplicate the selected piece (shift+d, hold middle mouse+move mouse, 0, return)
see how our selection isn't connected to the rest of the shape?
now we separate by selection (P, click)
i did the same for the other four sides, note the object list on the right
now we need to make these into convex collision shapes
delete edges and faces (A, A, delete, click)
they're all gone
now we fill in some new faces with the convex hull tool (Ctrl+V, click)
der we go
now we center the object on it's geometry so that the object bounds isn't all funky when we export (Ctrl+Shift+Alt+C, click)
I select bounds center for consistency, but median center will work too
i did the same process for the other three shapes
Now we have our shapes.
Name the collision shapes beginning with "col" so that Blockland doesn't freak out every time it tries to load them.
Name the visual shapes however you want.
Do not use dashes or other special characters in your object names. Blockland uses these names to create datablocks.
You can use periods if you want. export.py will automatically turn those "." into "DOT" when writing the script files.
Put the collision objects in a group. You can use Ctrl+G to create a new group. You can also use this button here:
Name the group "Collision-1".
I believe the name must be exact.
You can add objects to an already existing group by clicking here:
i did this for the other three collision shapes
Put the visual objects into another group.
Name this group "detail32"
Change your view to "Scripting" mode.
Load export.py
Modify the last line to reflect the location of your project.
Save the modified export.py
Save your project in case something get's messed up.
Click "Run Script"
View the changes in your project folder.
our script files
our shape files
Start Blockland, and test out your automatically generated map.
ho boy, my favorite game
.....
ahoi!
new game
custom
select your map
if it's one of my maps, you can only run one at a time
addons submit!
lan mode so we don't disrupt
loading
loading
loading
there it is!
it's in the ground because it was centered on 0,0,0
we could move it up in blender and reexport
but let's at least look at the bottom part
advanced
for
translucence
there it be
ow
it's a little stuck between the invisible ground and the object, but at least it didn't go through
If you run into problems, Blender has a console you can view by going to Window > Toggle System Console, and the source code for export.py is right up there ^. While writing this tutorial, I forgot to make a shapes folder. So blender screamed at me there was an error, and left a DETTEMPSHAPE in the object list. That's just how things go sometimes.