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Jab

Blender 3D Scripts

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I'm going to put off loading in the animations for a bit. Time after time, failures, or close failures. 

What you have done already is amazing. Take a break, you deserve it :P

 

 

Thanks.

 

 

So I am working on another custom format for IO for Blender (Go figure.) That was offered to me for another game for commercial purpose. I'm going to focus on that for a bit, and probably return to this game to figure out how the heck to import this animation portion of the Project Zomboid format.

 

I was looking to do a tutorial on how and what to do in Blender to mod these models, when I was to finish the IO scripts entirely. Since this has gone on waaaay longer than I expected it to, I may write my own tutorial sooner without the animation portion. If anyone wants to beat me to that, you're more than welcome to.

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Will we ever be able to edit kate.txt without the game insta-crashing?

 

Right now, no.

 

Until I can properly work with animation data, the model for male & kate will be untouchable. 

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For that new axe... did you replace the old axe model or add a completely new model to the game?

 

I replaced it. The current game as it stands has no support for model mods. For now, this serves as a good temporary testing method while we wait for any possible addition of model modding to develop. 

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Hello Jab!

 

I've encountered a few slight problems with your code once again..

 

If you take a look at these, http://imgur.com/l1mqb2L,CJw4J5v,sfMLrSY,nSZhj45#3 you'll notice that there's a few "holes" in my model in these two places. http://i.imgur.com/exiMdQk.png I've made sure that there aren't any blank / missing textures on my texture file, as well as having all faces of the model UV mapped correctly. 

 

Could this have been caused by me stacking faces ontop of eachother on the UV mapper?

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Hello Jab!

 

I've encountered a few slight problems with your code once again..

 

If you take a look at these, http://imgur.com/l1mqb2L,CJw4J5v,sfMLrSY,nSZhj45#3 you'll notice that there's a few "holes" in my model in these two places. http://i.imgur.com/exiMdQk.png I've made sure that there aren't any blank / missing textures on my texture file, as well as having all faces of the model UV mapped correctly. 

 

Could this have been caused by me stacking faces ontop of eachother on the UV mapper?

 

I can't see the holes on the in-game pic. Not too sure. 

 

You also need to consider that zomboid uses either 1, 0.5, or 0 alpha transparency on the openGL render, so it may look as if the model is missing a pixel.

 

If you could scale the model up in Edit-mode, and export to the game format, you can see the models with much more detail to examine. 

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Hello Jab!

 

I've encountered a few slight problems with your code once again..

 

If you take a look at these, http://imgur.com/l1mqb2L,CJw4J5v,sfMLrSY,nSZhj45#3 you'll notice that there's a few "holes" in my model in these two places. http://i.imgur.com/exiMdQk.png I've made sure that there aren't any blank / missing textures on my texture file, as well as having all faces of the model UV mapped correctly. 

 

Could this have been caused by me stacking faces ontop of eachother on the UV mapper?

 

 

 

 

snip

 

snip

 

 

I think I made it a little bit too big, but I think you can get the idea... 

 

bZrHF.png

 

 

8UoWs.png

 

You didn't check your normals. Each vertex (and face) have normals. 

 

In Edit-Mode, hit (CTRL + N), and click the option to calculate normals. That's it. Your model exported fine after that.

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MEGA_FACEPALM.jpg

you know.. I feel like sometime you're gonna have to teach me how to walk again...

*Edit: now I'm sitting here laughing at myself and your post like a dumbass..

Exactly my reaction when I thought I met Will Porter rather than Chris Simpson

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So I have somewhat of an update.

 

I'm still looking into animations being properly imported (and exported after) for the PZ model format scripts. Thanks to Captain Binky and his knowledge of the custom format, I might figure these rotations out. Apparently DirectX has a different way to work with quaternion logic than most modern mathematical / OpenGL calculations. (Go figure. Thanks, Microsoft.)

 

Also, I plan on importing the models (Which are saved and interpreted in a Y-Up format) into Blender's Z-Up orientation. This should cure a lot of issues that people have had with guns and what not when modifying and importing their models in the game.

 

 

Also as a side note, I may (may) be looking at modding the client to support dynamic model loading. It shouldn't be very hard to implement this actually. The Lua library would simply need to expose the animation manager's methods to the lua-side, and the lua also needs exposure to loading a model for when a weapon is loaded in-game.

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It's still going to be a bit before I can get the model animations loaded. The Blender API for bones and matrix / quaternion stuff horrendous for my 4-AM brain.

 

I'll leave you with this happy-accident.

ibaDLJ7XQgVUkk.gif

Hooves? Okay then! Just add a horn to the forehead and we're all done here, it'll be sooooo magical.

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