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PostPosted: April 9th, 2013, 2:26 pm 
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Joined: October 19th, 2005, 9:09 am
Posts: 143
Vearie wrote:
I'll have to look into the 1.3 patch sabre asset some time, the texture coordinate vertex count should match the mesh normal vertex count.
I have the XSI pack with all textures as png in the models, stuck it in a zip and uploaded it here. Haven't had any problems importing any of these yet.

Nothing is invisible on that scavenger though, it just needs it's normals inverted. Negative scale on any axis will cause this problem.


Maybe it has something to do with changes in the newest beta. I use 6.2 now with your assets and they import fine,
however when I set self.swapYZ = False, which is the default the tank points up with its nose, and it stays like that
in game, and the texture stays normal. When I swap the axes then the tank is imported and exported in the right
angle, but the texture is partly invisible. I tried selecting all faces and then w -> flip normals but that didn't help.


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PostPosted: April 9th, 2013, 10:43 pm 
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That "texture partly invisible" actually has nothing to do with textures or UV's at all, it's a vertex normal problem.
BZ2XSI_Settings.swapYZ isn't intended to be changed by the end user, its use is for debugging. The intended changable settings are all available under the blender GUI.

I updated the exporter to change the way it inverts normals, try downloading it again.

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PostPosted: April 12th, 2013, 12:04 pm 
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hello,

the invisibility problem seems fixed. However there are a few problems with lights.

Image

The whole tank does not seem to be lit. And the two red lights on the side are off.

Image

On the back you can see, that the 3 red lights from the barrel are mirrored on the other side.
Also there are two lights missing in the middle of the turbines.

I noticed quite a few differences between the original xsi and the exported one.
For example these are missing completely:

Quote:
SI_Angle {
0;
}

SI_Camera Camera1 {
1.297981; 2.646989; 3.466687;;
-1.766339; 1.376721; 2.805893;;
0.000000;
60.000031;
0.100000;
32768.000000;
}

SI_Ambience {
0.000000; 0.000000; 0.000000;;
}

SI_Fog {
0;
0;
0.500000; 0.500000; 0.500000;;
20.000000;
100.000000;
}

SI_Light light1 {
0;
1.000000; 1.000000; 1.000000;;
0.000000; 5.966998; 0.000000;;
}


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PostPosted: April 12th, 2013, 3:54 pm 
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That information doesn't mean anything at all to BZ2, it's junk from softimage scene stuff.

This seems to be a bug in blender caused by the importer actually. I searched the API and couldn't find any refresh/update functions that would fix it. When rotating or moving the model in blender the lights don't move with their parent. A workaround: Move all objects anywhere then hit ctrl+Z/undo, and from that point on the child object will correctly inherit it's parents matrix in blender and export.

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PostPosted: January 7th, 2014, 2:48 pm 
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Joined: April 23rd, 2013, 9:29 pm
Posts: 88
I find one way (...not simple and not excellent) how to scale model-mesh for bz2 in Blender + script exporting.
(without any bugs)

I am scaling model in parts. (Object mode=only moving= Edit mode => Scaling\Rotation)
Then move + for connect parts of model.

Not want to be a "cap".
But it works.

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PostPosted: December 26th, 2017, 1:51 pm 
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Joined: May 17th, 2016, 7:32 pm
Posts: 38
Anyone got updated versions of those links? seems like they are all 404ing


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