Quote:
Originally Posted by Modamer9
the blender does not crash or quit ... just error when i use export to *.nx3 ... I try all what u said but always give me block error in 2 file _init_.py & export_btrf.py
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It means that you don't have a texture on your mesh.
But anyway, here is the fixed file for exporting mesh without textures:
But keep in mind that if your model file is the same as in test.rar you gave, it will only export the monster, not your plane, as you can't export object without bones along with object with bones.
You mush set the armature (polymsh) as the parent.
For that, drag the plane onto the polymsh armature:
Then choose "With Empty Groups" to set no weight for bones (your plane will not move when bone will be moving):
Then you should have this outline:
And you can export your mesh.
If your plane is not correctly exported, try to combine your plane with polymsh object:
Select your plane, THEN select the polymsh_0 while pressing shift (to select both objects, the order plane then polymsh is important)
Then press CTRL+J and your are done.
Quote:
Originally Posted by Dark.Gts
Amazing work, Glandu, thank you so much!
I don't know if this is a problem on my part, but every single time I import an nx3, replace the model, then export straight away, the texures won't show up in game.
However, saving the scene in blender and loading it again right before exporting seems to magically fix the problem.
On a different note, Glandu, would it be possible to get textures to repeat mirrored instead of tiled? (the option in Textures/Image Mapping, Mirror: X and Y checked)
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Probably a problem with existing texture but not used, this problem has showed before for texture too. Seems not fully fixed then.
For texture, UV need to be between 0 and 1, so texture repetition is not possible. I might test that further later, but for now, repeat the texture manually and use the repeated texture for example, this feature is not a priority, before that having the possibility to import all possible nx3 files.
For the exporter, there are also many cases that I have to handle, like a mesh without bones with another mesh which have bones (in nx3 files, the bones are for the whole file and all meshes must reference it it seems)