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blender-cod's Issues

installation issue

hi i am currently using blender 2.83 LTS when installing either nothing comes up wich the notification addon installed or after installing it proceeds to say "upgrade to 2.8x" any known fix?

Error on export - Missing property parameters in save functions

What steps will reproduce the problem?
1. Open Blender
2. Load a model
3. Attempt to export

What is the expected output? What do you see instead?
I expect the to export correctly, but it throws this error:

What version of the product are you using? On what operating system?
Version 0.2.2 alpha 2 on Windows XP sp3.

Please provide any additional information below.
I have tried a few different models, in different export locations, but still 
the same error.
I installed it correctly(as far as I know) via the addons menu.

Original issue reported on code.google.com by [email protected] on 7 Oct 2011 at 5:02

Incorrectly exported UV Maps

SE2Dev, again I'm sorry for all the issue reports.
(but I hope atleast they're helping to make the plugin what you envisioned it to be.)

I did some experimenting before posting this time and I've prepared some screenshots of a basic Plane & Cube porting over to CoDWaW - I discovered this while trying to port a Complex mesh but did some testing on basic meshes.

The UV Maps for 'more advanced' meshes aren't being exported with the mesh, or similar (possibly exporting it wrong?),
I tested this with v0.3.5, v0.5.1*, v0.5.2 -- v0.5.1 I was unable to get a model to export so only v0.3.5 and v0.5.2 can be counted.

It should be noted the Plane and Cube were exported from the same place, one after the other, and then imported via Asset Manager through the CoDWaW Launcher.

Cube & UV Map
screenshot_6

Plane & UV Map
screenshot_7

Cube in XModelUtils (TomBMX) -- Exported Seemingly incorrectly
screenshot_9

Plane in XModelUtils (TomBMX) -- Exported Seemingly correctly
screenshot_8

These screenshots were taken using the v0.5.2 version of the plugin
screenshot_10

I was able to export a complex mesh and have it wrap correctly with a basic diffuse map using v0.3.5 (I know it's not recommended)
screenshot_11

Vertex number out of sync error / Vert enumeration

What steps will reproduce the problem?
1. Create a model in Blender
2. Extrude verts and create faces manually
3. Exported file will eventually contain gaps in VERT enumeration
4. Error "Vertex number out of sync" occurs on modtools conversion

What is the expected output? What do you see instead?
Should export properly enumerated. Currently, vert.index is taken as given from 
Blender. Should rather enumerate() itself.

Additional problem: NUMVERTS needs improvement, it's the total number of verts 
per mesh by now, but not all of them are valid (part of a face) and get written 
to file.


Please use labels and text to provide additional information.
Same error if VERT numbers are doubled, e.g. 6-7-7-8

Original issue reported on code.google.com by [email protected] on 25 Jan 2012 at 1:23

calc_tessface was removed from Mesh API in Blender 2.80

calc_tessface has been removed as of Blender 2.80

https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Mesh_API

I'm not familiar at all yet with the Blender Python API so I'm still trying to figure out what this actually does and what the equivalent functions would be...

Python: Traceback (most recent call last):
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\__init__.py", line 610, in execute
    result = export_xmodel.save(self, context,
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\export_xmodel.py", line 382, in save
    result = save_model(self, context, filepath,
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\export_xmodel.py", line 485, in save_model
    mesh_triangulate(mesh, use_vertex_cleanup)
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\export_xmodel.py", line 49, in mesh_triangulate
    mesh.update(calc_tessface=True)
TypeError: Mesh.update(): was called with invalid keyword argument(s) (calc_tessface), expected (calc_edges, calc_edges_loose)

can't find export/import button

I followed the tutorial step by step and I couldn't find the export or the import button.

BTW, I tried 2.83, 2.93 and 3.1
none of them worked.

Rewrite Material Import Logic

The old material logic that the XModel importer used, no longer functions (as of Blender 2.80), as the Blender Internal renderer is no longer supported.

The material system must be rewritten to support Cycles & EEVEE.

Import

  • Blank material generation
  • Shader generation
    • Attempt to automatically determine what specular / gloss method to use
    • Attempt to automatically determine normal map method to use
    • Support additional texture types (emission, etc.)
    • Support texture layering
    • Automatic node layout generation

Export

  • Identify texture images & usage types for exported materials

Error on export if using "Pose animation"

What steps will reproduce the problem?
1. Create a model, an armature and parent the model to the armature (modifier)
2. Pose the model
3. Export to xmodel_export and enable "Pose animation"

What is the expected output? What do you see instead?
Export script should use the PoseBones and export their pose, but an error 
occurs:

    b_tail = a_matrix * bone.tail_local
AttributeError: 'PoseBone' object has no attribute 'tail_local'


Please use labels and text to provide additional information.

The bone coordinate calculation was changed from bone.tail to tail_local to 
generate correct tail positions. But the calculation has to be different for 
PoseBones, as they don't have a "tail_local" coord (bone.tail_local == 
posebone.tail ??)

Original issue reported on code.google.com by [email protected] on 24 Nov 2011 at 9:08

Doesn't Work on Blender 3.0.0

Addon installs fine, however there is a note saying to upgrade to 2.8 (weird since I am above that version) and then the import export menu has no xmodel options.

can't import xanim

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?
I have added CoD addon v3.5 and i see the file import_xanim.py in the .zip
but i can't import .xanim to Blender since there is no .xanim in the import 
menu.
Export is working fine.
Am i doing something wrong or is this just a bug?!

What version of the product are you using? On what operating system?
Blender 2.65 on Windows 7

Please provide any additional information below.
It would be great if you could fix this problem or tell me what i am doing 
wrong.
And thank you!

Original issue reported on code.google.com by [email protected] on 3 Jan 2015 at 2:04

Attachments:

unexpected keyword argument (same issue as #16)

screenshot_5

So let's start with the above image, I ran into that error when I 'Attempted' to export a model, while "again" forgetting the 'tag_origin'.

after that, I remembered the advice from before and added said Armature and bone, named and parented,
and with the 'tag_origin' included, I am again getting "There are no Objects to export.".

P.S Sorry for all the trouble, and keep up the good work 👍

Followup-error issue #4: Vertex index out of range (bad vert reference in face section)

Vertex index out of range error might occur under certain circumstances. 
Appears to be a possible followup-error of out-of-sync error.

Conditions unknown, perhaps connected verts, which make up edges, but not 
faces? Or simply vertices in same spot --> Remove doubles seems to fix the 
error.

Fix for issue #4 doesn't validate face references to vertex indices, remapping 
could fix it. But is it needed?

Original issue reported on code.google.com by [email protected] on 25 Jan 2012 at 10:41

1 triangle randomly missing from imported .XMODEL_EXPORTs

.XMODEL_EXPORTs imported into Blender will sometimes (though consistently) have 1 triangle missing anywhere on the model. Here is an example on the zombie_vending_revive_on model, ripped with Wraith. A triangle is missing on the logo, a similar triangle is missing in the LODs.
image
zombie_vending_sleight_on also suffers from this, but on the glass materials.
Another example I remember is the viewmodel_pow_arms (?), a triangle is missing on the top of the right sleeve.
How to verify for yourself: Rip the zombie_vending_revive_on model with Wraith on any zombie map, and open the resulting .XMODEL_EXPORT in Blender. The missing triangle should occur again in the same place.

Exported models use wrong material (mostly the first)

What steps will reproduce the problem?
1. Create at least two mesh objects with different materials
2. Export to xmodel_export
3. Convert into xmodel and load into radiant

What is the expected output? What do you see instead?
Model should use the two materials like in Blender. But it uses the first 
material for both.

Please use labels and text to provide additional information.
It's a mistake I made, I assumed Face.material_index referenced a global 
material in bpy.data.materials, but it's actually an object's material slot 
number. Need to rethink the material handling code.

Original issue reported on code.google.com by [email protected] on 28 Nov 2011 at 10:35

Blender 2.93+ uses Python 3.9+

For the blender_29 branch:
The time.clock() Python API has been removed as of Python 3.8 (it has been deprecated since Python 3.3).

I've forked the project and will fix as many compatibility issues as I can...

Import for XMODEL_EXPORT v5

Hey Im not sure if this is still being worked on, but it would be great if you could implement import for xmodel_export v5 (cod1)

texture_slots was removed from Material API in Blender 2.80

Material#texture_slots has been removed as of Blender 2.80
For some reason, they didn't include the removal in the release notes for 2.80 :(

Anyway, it seems that all of the texture data is now stored in the node trees.
https://docs.blender.org/api/2.93/bpy.types.ShaderNodeTexImage.html#bpy.types.ShaderNodeTexImage
I think this is the node that manages texture nodes for materials, but they have removed any direct way of determining if the texture is being used for color or for normal maps. So it will involve some clever node tree traversal to determine which textures are being passed to which inputs further along the graph.

Mesh cannot be removed from main database

Python: Traceback (most recent call last):
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\__init__.py", line 610, in execute
    result = export_xmodel.save(self, context,
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\export_xmodel.py", line 394, in save
    result = save_model(self, context, filepath,
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\export_xmodel.py", line 602, in save_model
    mesh.clear()
  File "C:\Users\xxx\AppData\Roaming\Blender Foundation\Blender\2.93\scripts\addons\io_scene_cod\export_xmodel.py", line 205, in clear
    bpy.data.meshes.remove(self.mesh)
RuntimeError: Error: Mesh 'MyMesh' is outside of main database and can not be removed from it

I believe this is due to the new way that a mesh is generated from objects:

depsgraph = context.evaluated_depsgraph_get()
mesh = ob.evaluated_get(depsgraph).to_mesh()

According to the documentation of to_mesh():

Create a Mesh data-block from the current state of the object.
The object owns the data-block. To force free it use to_mesh_clear().
The result is temporary and can not be used by objects from the main database.

Refactor Scale Functionality

For future versions, import scale should probably be less destructive to better allow for interaction with scaled scenes. I believe the best way to implement this would be to apply the scale directly to the imported model's skeleton object, which would in-turn allow the scale to be inherited by the mesh. Additional code may need to be required for the dynamic positioning resolution however...

Exportable Model Resolution is Too Strict

Everytime I try to export a Model from blender, it errors saying "There are no objects to export", this happens regardless of if the object is selected and I hit 'Selected Objects Only' or not.
screenshot_5

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