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-   -   [Release] NX3 import/export plugin for blender (https://www.elitepvpers.com/forum/rappelz-private-server/2807001-release-nx3-import-export-plugin-blender.html)

Modamer9 09/18/2013 01:44

Quote:

Originally Posted by mongreldogg (Post 25002828)
so... now it only crashes before console shows anything :/
i use blender 2.65, x86 ver of your plugin on 64bit OS, maybe there are any problems?
i think you'd better try to compile my model to see whats the prob. or tell me that i'm noob.
or no, tell me WHERE i'm noob=)

I will give u sol maybe it help you .

1-Uninstall your blender and delete your folder /Program Files/Blender Foundation
2-Instal blender v 2.68 32 bit (it work for me) [Only registered and activated users can see links. Click Here To Register...].

3.download plugin BTRF [Only registered and activated users can see links. Click Here To Register...]

4.open folder dll-client-blender-export and Copy the io_scene_btrf folder in x.xx/scripts/addons where x.xx is the version of blender and is in the same folder as blender.exe ...

5.copy dll file BTRFdom.dll in folder io_scene_btrf....BTRFdom.dll you can use the old version x86 to get that.

6.use User preferences to add plugin BTRF in blender.

try now import/export (*.nx3) it should work correct...

mongreldogg 09/18/2013 14:58

1 Attachment(s)
thanks, my fault, it was just lagging for a long, it has exported with no errors.
but when i try to import already exported model, i get this error:

glandu2 09/18/2013 15:56

If it's the same nx3 file as you posted before, the material ids are indeed messed up.

It may be the cause of the exporter ... I will investigate that (As you see, materials are difficult to manage ...)

Try to use the up to date exporter, it should be able to export used materials properly.

Also, I saw your blend file.

You mesh has it's origin not at (0, 0, 0). You must set it to 0 by selecting your weapon (in object mode), then press CTRL + A while having the mouse in the 3D view. Then select location. Do the same for Scale and Rotation.

You need also to set weight of the Bip01... bone to 1 for every vertex of your weapon. To do that:

Select your weapon, go to weight mode.
click on "Vertex selection masking for painting" (3rd button on the right of the mode combobox with "Vertex Paint" in it, it a cube with a vertex at the upper left of the cube)

At the left panel (hide/unhide it with the T key), set the Weight to 1 (under "Multi-Paint")

Then select all vertex by pressing "A" key while having the mouse in the 3D view. Vertices should all be yellow. If vertices are already yellow, press 2 times A to be sure to select all of them, even hidden ones. Then press SHIFT + K (or go to menu "Weights -> Set Weights")

This will set all vertex weight to 1 even hidden ones.

This is also written on the first post of this thread, I added that information yesterday (to have a common place)

mongreldogg 09/18/2013 16:01

Quote:

Originally Posted by glandu2 (Post 25008019)
post your file too, your error depends on the file your tried to import, or it's the same as you already posted ?

i exported files that i've already posted, but when i tried to import nx3 ive made by export, i get this error

Modamer9 09/18/2013 22:50

my progress with plugin glandu
pet naruto.

lv2

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lv3

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there are many bugs .I will see to fix that

glandu2 09/18/2013 22:58

Lol nice ^^

Try to use a humanoid pet, to be able to place bones too, this way maybehe will be able to move its arm and legs too ^^

When you set the parent of your object to the armature (as explained in first page in section "Assign an object to an armature to have bones"), instead of choosing "With Empty Groups", choose "With Automatic Weight". This will assign automatically bones to vertex which are close to it.

Modamer9 09/18/2013 23:05

yes ... I have problem with bones ... when i add bones ... it have disappears .

Stongx 09/19/2013 18:26

Quote:

Originally Posted by Modamer9 (Post 25015550)
yes ... I have problem with bones ... when i add bones ... it have disappears .

i have the problem too with the weapon but I think if you didn't add the bones the weapon will be in other location@@

アルカード 09/22/2013 10:55

why not use 3DS Max?

glandu2 09/24/2013 22:50

Quote:

Originally Posted by Stongx (Post 25024304)
i have the problem too with the weapon but I think if you didn't add the bones the weapon will be in other location@@

Yes, a weapon absolutely need to have bones, Rappelz use bone to place the weapon correctly.

Quote:

Originally Posted by needsellfast (Post 25065840)
why not use 3DS Max?

Because I don't have it, and it does not work under linux which I mostly use over windows. Also, blender as all needed feature that can be useful at editing just 3d models with bones (I think), the real difference is probably only the way to do things.

Stongx 09/25/2013 17:46

yes I understood that in hard way almost hhh but the problem that the bones make the weapon disappear...

ThunderNikk 09/25/2013 18:21

Maybe you are aligning it with the wrong bones and it disappears into the body of the character?

Stongx 09/25/2013 21:25

I don't think so because when it was disappear into the body it was big and I was see it
I will try an thing and I hope that solve the problem thank you ^^

glandu2 09/26/2013 01:17

post your blend file that does not work here to see what's wrong

Stongx 09/26/2013 13:56

1 Attachment(s)
Here it's
hope that you find the problem , Thanks....

glandu2 09/26/2013 14:51

Quote:

Originally Posted by Stongx (Post 25127286)
Here it's
hope that you find the problem , Thanks....

You must join your objects to one. The weapon must be one object.

to do that, select them all and then press CTRL + J.

Then you must put your object in the armature (as explained in the first post, see "Assign an object to an armature to have bones").

Then you must assign bones weight. You only need to assign weight for the bone Bip01_R_Hand_weaponR01.

To do that: (also explained in the first post in "Assign weight to all vertices")

Select your weapon, go to weight mode.
Select the bone Bip01_R_Hand_weaponR01 in the outliner at the right, in Cube->Vertex Groups

click on "Vertex selection masking for painting" (3rd button on the right of the mode combobox with "Vertex Paint" in it, it's a cube with a vertex at the upper left of the cube)

At the left panel (hide/unhide it with the T key), set the Weight to 1 (under "Multi-Paint")

Then select all vertex by pressing "A" key while having the mouse in the 3D view. Vertices should all be yellow. If vertices are already yellow, press 2 times A to be sure to select all of them, even hidden ones. Then press SHIFT + K (or go to menu "Weights -> Set Weights")

This will set all vertex weight to 1 even hidden ones.

Modamer9 09/26/2013 15:27

glandu this for you ... you are the best .


ThunderNikk 09/26/2013 15:31

Nicely done.

Stongx 09/26/2013 17:43

Thanks Glandu I will try it

Finally the problem was solved , thank you glandu^^

glandu2 09/27/2013 00:04

Quote:

Originally Posted by Modamer9 (Post 25128610)
glandu this for you ... you are the best .

Well, nice indeed. Great to see that, and all animations works correctly with bones :)

Modamer9 09/27/2013 21:05

Quote:

Originally Posted by glandu2 (Post 25136746)
Well, nice indeed. Great to see that, and all animations works correctly with bones :)

tanks man ...

Modamer9 09/29/2013 18:21

Iron Man costume

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Stongx 09/29/2013 19:03

hhhhh iron man waiting for super man
nice man we waiting the best

ThunderNikk 09/29/2013 22:10

Quote:

Originally Posted by Modamer9 (Post 25178602)
Iron Man costume

That is too cool.:cool:

nadoula 10/12/2013 23:41

please help how can i instal the plugin i didn't understood any think becace i have a problem like virus1998

dkamel 10/13/2013 01:08

Your virus problem has nothing to do with the current topic.

Run your antivirus, clean your compiter, then follow steps mentionned by glandu2, it worked for me, it will work for you.

nadoula 10/14/2013 16:22

plz someone write the steps of installing this noob plugin plz

ThunderNikk 10/14/2013 17:23

Quote:

Originally Posted by nadoula (Post 25416147)
plz someone write the steps of installing this noob plugin plz

The steps are written in the first post. There is really no need to write the instructions over again.

If you could explain what steps you have taken and where you are getting into trouble maybe someone can help you.

nadoula 10/16/2013 16:36

i just follow the steps but it does not work my problom is like the problem of themember virus1998 look at the page 4 and you are going to know the problem

ThunderNikk 10/16/2013 18:21

Quote:

Originally Posted by nadoula (Post 25447433)
i just follow the steps but it does not work my problom is like the problem of themember virus1998 look at the page 4 and you are going to know the problem

virus1998 answered here...

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nadoula 10/18/2013 13:21

it not works the problem is that when i open the file his color is gray

ThunderNikk 10/18/2013 13:34

Quote:

Originally Posted by nadoula (Post 25473859)
it not works the problem is that when i open the file his color is gray

That sounds like you do not have the correct texture file in the same folder as the NX3 file and it is not loading the textures.

Some NX3 files are not working because of how many layers they have in the texture files as well.

If you are having a specific issue with a specific model file you should post more information on what model file you are trying to work on. It is difficult to try and help someone with an issue when they don't give any information on what they are running into.

misterd 10/28/2013 18:23

After study-ing a picture i found on google somewhere (this picture you could see part of an rappelz developer's screen, <kinda saw him 3d tools etc.>) i found this website ;

[Only registered and activated users can see links. Click Here To Register...] the 3th left picture actually looks REALLY close to whats on their screen, someone gave it a try?

glandu2 10/28/2013 22:25

That one:
[Only registered and activated users can see links. Click Here To Register...]
?

Put your picture with the developper screen too, else we can't compare ^^

misterd 10/29/2013 07:58

yea that one, iam searching the picture again.... its been a long time since i had it but i remember the layout and stuff cuz i stared at it soooo long. i'll try to find it again.

Development:
Spoiler:
picture : 1#

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<searching for more. ^this one i havent found yet.^>

Funny
Spoiler:
[Only registered and activated users can see links. Click Here To Register...]
i think this is a korean rappelz producer, but... why does he do the 'L' with his hand as in 'Loser'? :confused:

Rappler Creer pictures <Beatiful if you ask me.>
Spoiler:
Character creation
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Server Select
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sigh the game actually had potential that day.

Note; these pictures dont exist anymore from the 'official' source. their websites are eitherway long gone or the pictures have been deleted during the time of the existince of the game.


@Glandu ; i'll take my time on searching the picture again, as this picture was not existing anymore either.
i have to find other server sources again to find it. but as i how remember it that looks almost like it. and so i was wondering if anyone tried it. > perhaps good for you ^^

glandu2 10/30/2013 01:00

2 Attachment(s)
I don't think that devs use public programs to edit their files. Most rappelz file formats are special ones made for just rappelz, so if they use a public program, it's not to edit files. Files like nx3, cob, naf, map files, quest prop files, etc use specials formats made only for rappelz. They must have some devs working on their tools which allow them to edit files easily (as the tools we do here)

Also I updated the plugin to use a more object oriented way to use exported class from C++.
I also added support for channel_id, this might correct some texture bugs (but I never saw a file using channel_id ...)

Also, I added support for multi-mesh files like betrayal. So when importing betrayal, there is all mesh.

The exporter has not changed and will probably not be able to export an imported model because of the new changes in the importer. (A model imported before this update and saved as .blend will be still exportable as before)

I tested several import bugs that were posted here:

1handaxe_smallaxe.nx3
asf_body_deco_roma.nx3
all beast_moonrabbit0*_body.nx3 files
betrayal_body.nx3
ga_vil001_centerbuil001.nx3

All of them are working.

Also, note that the import plugin is now for the 2.68 (or latest) blender, else the texture mapping can be wrong. Also, the exporter will probably wrongly export texture for the same reason (exporter expect 2.64 behavior, importer expect 2.68 behavior)

So for now, the imported has been improved, but the exporter need to be updated (there is more to do to support all combination of object parent/child relation), and I am moving to blender 2.68.

If someone find a bug when importing a model with blender 2.68 and the updated IMPORTER, please post it here (exporter bugs are normal, don't post them here)

New importer is in io_scene_btrf-new.zip

If you want to rollback to the old one (because you want a more working exporter) use io_scene_btrf-old.zip.
The better is to save your old import_btrf.py and export_btrf.py files before overwriting them with the new files.

The dll has not changed.

XavierDeFawks 10/30/2013 01:34

Quote:

Originally Posted by glandu2 (Post 25658932)
I don't think that devs use public programs to edit their files. Most rappelz file formats are special ones made for just rappelz, so if they use a public program, it's not to edit files. Files like nx3, cob, naf, map files, quest prop files, etc use specials formats made only for rappelz. They must have some devs working on their tools which allow them to edit files easily (as the tools we do here)

Actually if you look in the e2 client they use softimage to create the models and save then as scn files. Then they used a special plugin to export them to nx3.

glandu2 10/31/2013 16:12

Yes indeed, some nx3 files contain materials named Scene_Material1 for example, which google associate to softimage. there is also Material #0 (with 0 a number) and Material0. Maybe several version of softimage, I also found some webpages talking about these material names and softimage ...

glandu2 10/31/2013 20:52

2 Attachment(s)
I have done with the exporter and reworked the importer.

The importer now import nx3 files more correctly, it support nx3 with more than one mesh. Mesh with multiple blocks are merged, block are used in fact to separate faces that use different textures.

So now, the importer works better. The exporter export correctly scene with several meshes, which may or may not have bones, can have multiple texture and a mix of all these possibilities. So I think exporting a 3D model is easier now.

Also, blender crashs are far less common now, at most blender will show the error with the line in the python script the caused the error.

Note that if you have weird textures, but sure to use blender 2.68 or newer.

I think that the next step is animation support based on vertices positions (not bones) and mesh children (but this feature is not commonly used)

Any bug reports are appreciated :)

ThunderNikk 10/31/2013 21:54

One question glandu2

The 32 bit version seemed to work a little bit better than the 64 bit version before.

Is that still the case or do you want us to test run it for you and see how it is?


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