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Blender WZM Exporter #359

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wzdev-ci opened this issue Apr 2, 2009 · 14 comments
Closed

Blender WZM Exporter #359

wzdev-ci opened this issue Apr 2, 2009 · 14 comments

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@wzdev-ci
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wzdev-ci commented Apr 2, 2009

keyword_blender_wzm_exporter resolution_Needs reevaluating for current version (3.2.3) type_patch (an actual patch, not a request for one) | by elio


Hi there

gerard_ agreed to rewrite the blender pie exporter. As PIE is replaced with WZM hopefully soon. I think it's best to go for a WZM exporter straight away. Here's the summary of my desires
based upon: http://forums.wz2100.net/viewtopic.php?f=6&t=2156

Desires

  1. Recognise WZM_abcdefg Objects and export each occurence as abcdefg.wzm model.
  2. There are sub objects called CONNECTOR_* where * is a number from 0 to 7.
  3. A dialogue where we can set texture, normal map, mask, specularity map and scaling factor for each WZM_ object
  4. And it should save these settings in the blend file too. (i hope this is possible)
  5. No teamcolour layers. (we use a mask instead)
  6. Not as important as 1-4 but would make me very happy: It should be possible to run it in the command line. Like blender myfile.blend -P wzm_cmd_exporter.py. (Using the settings previously defined in 3.) Because I write a script which automatically exports models and pack them as .wz file.

Perhaps the WZM Format definition has to be modified a bit. I'll leave it up to you gerard.

Thanks in advance.

@everyone: Post your thoughts. Especially what you think about (continuous/event driven) animation


Issue migrated from trac:359 at 2022-04-15 18:07:01 -0700

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wzdev-ci commented Jun 6, 2009

elio commented


any progress so far?

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wzdev-ci commented Aug 7, 2009

elio uploaded file wzm_exporter_gui.py (12.0 KiB)

first version of the exporter. only export so far

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wzdev-ci commented Aug 7, 2009

elio uploaded file wzm-format-example.wzm (0.6 KiB)

wzm format example

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wzdev-ci commented Aug 7, 2009

elio uploaded file wzm-format-example.lua (2.9 KiB)

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wzdev-ci commented Aug 7, 2009

elio uploaded file research.zip (2627.1 KiB)

test input for the exporter (the research building + textures)

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wzdev-ci commented Aug 7, 2009

elio uploaded file research4.wzm (57.4 KiB)

exported file

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wzdev-ci commented Aug 7, 2009

elio commented


i made a little exporter. it differs from the 'official' wzm specs.
intended is also a command-line version, so blender files can automatically be exported to wzm by blender -b myfile.blend -P script.py

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wzdev-ci commented Aug 9, 2009

i-NoD commented


Aha! Your version is MUCH closer to the original pie specs :) I like this notepad-friendly (editable) version of wzm format - currently proposed wzm-version is way too binary for me :(
Btw how about adding a MuzzlePoints to the connector array? i can use generic but still...
Too bad that polygon-flag values were removed: while team colors are indeed need to be masked there still can be optional tex-anim values, so every polygon can use animated texture. I've made an animated texture(plus code modification of coz) for my jeep wheels - and that animation is flagged as action only. I'm assuming that action is 'moving' for vehicles, but it can be 'production' for factories and so on. I think its much easier that animating the model parts - for me at least.

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wzdev-ci commented Sep 9, 2009

anonymous commented


I am confused on which exporter do we use?

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wzdev-ci commented Sep 9, 2009

elio commented


Replying to Warzone2100/old-trac-import#359 (comment:4):
WZM is the future successor of the PIE format. WZM is not used in warzone yet but hopefully it will be used sometime.

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wzdev-ci commented Jan 3, 2012

cybersphinx changed milestone from 3.0 to unspecified

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wzdev-ci commented Jan 3, 2012

cybersphinx commented


Milestone 3.0 deleted

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Per changed status from new to closed

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Per changed resolution from `` to Needs reevaluating for current version (3.1.0)

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