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- Blender - Teststing Completed: Blender 2.5 TS3 Tools
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- Blender - Teststing Completed: Blender 2.5 TS3 Tools
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-updated for Blender 2.56(will not work in previous versions)
-fixed problem with exporting objects with two UVs (i.e. dressers)
-changed Hide button to Show/Hide button
-bones are now hidden on import.
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Also, I discovered an issue with the exporter (maybe). Manipulating vertices in edit mode will export just fine, but when I try and edit bones and joints (such as lengthening a bone), the changes do not export. I have a similar problem when editing the .lod files. With the .lod files, even vertex changes are not exporting. To determine this, I have been making changes, exporting, re-loading blender, and importing the files to check for changes. The files I have been messing with are S3_01661233_00000001_87AF7BB43EEB007A%%+MODL_filebase.s3asc and S3_01D10F34_00010000_87AF7BB43EEB007A%%+MLOD_filebase.s3asc from DeltaBuild0. They are the model and lod for the platforms.
EDIT:
Actually, disregard the exporting problem for now. No changes I am making right now are exporting, so it is probably idiot user error on my part. I will play around and see if I can isolate the issue.
EDIT #2:
Seems that if you use the export option under the file menu, changes are not being exported. Using the export button on the 'properties' window does export changes. Still, only vertex changes on the model files are exporting though. Bone changes and .lod file changes don't seem to be taking at all.
Sorry 'bout the long multi-edited post.
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Oro, got some fun questions, I have. Is there a way to see and directly manipulate the actual 3d coordinates for selected vertices/bones/joints? Some of the models I am working with need to be very precise. When I use the transform functions, all Blender shows me is the Delta Vectors (the change from its point of origin). |
If you press 'N' while in the 3D window, it brings up the Properties panel on the right. There, you can use the transform selected items with sliders or numerically, and globally or locally. Is that what you're asking?
Also, I discovered an issue with the exporter (maybe). Manipulating vertices in edit mode will export just fine, but when I try and edit bones and joints (such as lengthening a bone), the changes do not export. I have a similar problem when editing the .lod files. With the .lod files, even vertex changes are not exporting. To determine this, I have been making changes, exporting, re-loading blender, and importing the files to check for changes. The files I have been messing with are S3_01661233_00000001_87AF7BB43EEB007A%%+MODL_filebase.s3asc and S3_01D10F34_00010000_87AF7BB43EEB007A%%+MLOD_filebase.s3asc from DeltaBuild0. They are the model and lod for the platforms. EDIT: Actually, disregard the exporting problem for now. No changes I am making right now are exporting, so it is probably idiot user error on my part. I will play around and see if I can isolate the issue. EDIT #2: Seems that if you use the export option under the file menu, changes are not being exported. Using the export button on the 'properties' window does export changes. Still, only vertex changes on the model files are exporting though. Bone changes and .lod file changes don't seem to be taking at all. Sorry 'bout the long multi-edited post. |
Actually, the bones are there for reference only. I haven't added the ability to edit bones or .lod changes. The only changes that are exported are changes to the mesh. Even if they were exported, the compiler wouldn't compile the file, as it expects only mesh/material changes. I'm am currently trying to get around this.
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Hi cmomoney,
After installing your io_TS3_tools.py on a new blender v.255 32 bits installation, I got the folowwing information (in the blender Command Line Window) and of course the plugin does not work...
Error importing TS3 model with Blender v2.55 32b
Thanks a lot for responses.
If you want to know your future...create it!
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If you want to know your future...create it!
It's my first time tinkering with this, did 2.56 change the filter name?
There are 2 rows of
- Import-Export (plugin not listed)
- Import/Export (plugin listed here)
I edited the .py file, so all is good; until your next update.
Now to find some 2.5 tuts...
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ie Import/Export to Import-Export
Am still learning the new interface and learning my way around doing the same Milkshape tasks.
Looking forward to your new updates and tut!
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> Could you please report in my script's thread, stating the objects you were trying to import?
A custom object of my own construction, tested and working in-game. I extracted the mlod
and modl resources with s3pe, then decompiled them one by one with wes howe's s3objtool
(v1.1). The resulting s3asc files were all blank, which is probably why they wouldn't load in
blender with your importer. Wes's tool was built with milkshape in mind, and the .s3asc files
might only be used for their names, to group the plethora of other files unleashed whenever
a mlod/modl resource is decompiled. The .s3ascg files looked like they might have a mesh
in them. I think I'll try changing their extensions to .s3asc and see what happens.
> As for using my scripts as an example, I wouldn't advise it, as I have very little experience in
> programming, so you may be dooming yourself from the start.
Be that as it may, I'd still rather climb a bush than an oak tree. I already got my script to
show up in the add-ons list by following your code, which was a lot farther than I got with
the blender tutorials I've looked at.
> If you look in Blender's script folder there are many examples there. I do my scripting inside Blender.
Thanks for the tip, and all the other nifty stuff you've done to keep the game from getting boring.
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bug for 2.55: if the name of the file is too long, blender doesn't recognize the import-file as a .s3ac, because it cuts the last characters. |
I mentioned that in step 1 of Importing:
Rename the the file to name.lod(for MLODs) or name.model(for MODLs). Renaming is really only necessary for files with long names, because Blender has a limit. |
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The .s3asc file is indeed blank, and just used to get the name for the rest of the files. The meshes are contained in the .s3ascg files. Changing their extensions will only make things worse, because my importer looks for .s3ascg files based on the .s3asc filebase name. If you could post the error(you can see it it the console window) and/or a MLOD/MODL that's giving the error, I could take a look at it. Thanks . |
Turns out the object was loading, but is so much smaller than the
default cube that I couldn't see it from the default perspective.
So, it loads the object but I get the error shown in the attached
screen shot. I'm also attaching the .mlod file.
lwemodel.zip (3.2 KB, 13 downloads) - View custom content | ||
2052 01-27-11 18:15 name.model 5296 01-27-11 18:15 name.lod -------- ------- 7348 2 files |
||
Description: file I was trying to import |
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loads without errors now. Maybe it has something to do with the
bone, which I assigned in milkshape? When it had the error the only
thing I saw was the mesh itself, now I'm seeing the mesh, shadow
group, and bone, but no error message.
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rearranging the ui as per the tutorial. But that's just a guess.
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Maybe there is a change and I just don't recognize it. But shouldn't the mesh look like the one I created when I import it again after exporting?
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