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I personnally used the x64 version without bugs. I cleaned the python code alot and 64 bits values should be correctly used. So the 64 bits should correctly works (without bugs)
I currently work on this plugin using the 64 bits version on linux, never had blender crash since the code clean and no error at all when importing betrayal, horizon central tent, moon rabbits, the weapon shown in the first post and the cubric boss. I also tried to export all they mesh at once, and no error. I reimported the big exported file (which contain many unrelated model) and there were no error either. Bones correctly work, non textured object (manly the collision box of the horizon central tent) are correctly imported as well as textured one, well everything seemed to works correctly for me. So the 32 and 64 bits version should correctly works (but be sure to not mix architecture, blender x86 with plugin x86 or blender x64 with the x64 version of the plugin) There is only the persistent error about a microsoft runtime, but it does not cause any problem. (I don't really know why there is this error ...) |
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A new noticeable update, The importer supports animations based on object transformations and object transparency (fading). Also it support the parent/child so vulcanus can be imported correctly (demon_volcanus.nx3)
To see animation, you can import rcfx files like rcfx_demon_volcanus_dead01.nx3 or rcfx_butkadah_una_cast_c.nx3 (the first is like a spirit going upward when vulcanus die and the second is a skill animation of butkadah with it's arm electric effects (and we can see that effect are completely unrelated to the real arm of butkadah, the arms and effect are just carefully synchronized ... or they have a plugin to split effects from object animations) To have texture correctly loaded for rcfx files, you need to edit the nx3 file to replace .tga references to .dds using an hex editor So now, the plugin has near complete support for nx3 file, missing things are exporting animations based on transformations and transparency, exporting correctly parent/child, support for importing/exporting effects (like textures move) and maybe understand the channel_id (but it seems that all files don't use that ...) [edit] I added rcfx_butkadah01.png.zip which contains rcfx_butkadah_una_skill_c.nx3 using png images. I have modified the dds texture to png one to be able to convert the black color into transparency and allow blender to render correctly textures using alpha. In normal mode (that is not rendering), where the texture is transparent is shown in black, but to see the real view, switch to "Rendered" (the button just at the right of mode selection which can be "Object Mode") To play the animation (it will not work properly in rendered mode, you will have to render the scene using a camera), click on the play button at the bottom of blender, or press "Alt A" (repress alt A to stop). Using the shortcut change the play button to pause button, so you will see where the button are. |
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Yes, so the importer has near full support for nx3 files. There is still a fx_array that contain text. I think it's used for texture panning (which can be used for waterfall for example, the water fall down using a texture that goes down)
Next is the .cob file which tell which nx3 to read and which bone animation are available via .naf files. The.cof is the most diffcult I think, there is 11 block wich contains each 17 blocks indicating .nx3 files ... But it seems that the .nx3 is mentionned only one time ... So many empty blocks. Also there is information about "anim_event", it's possible that blender is not able to handle all information in cob files as they seems more related to the game (for example there is the sex information of the object, despite only applicable for a human or monster ... But yes, a building has a sex in rappelz xD) So still unknown things about .cob. But .naf are easy, they just contains animation info about bones (its nearly the same as the object transformations animation which I already support but for every bones) But I think I have done more than 60% of all cob/naf/nx3 support if I need to add some custom properties in blender for the .cob file (that is add a way to set the sex of an object in blender for example ...) Just thinking, about blender 2.68, it supports correctly DDS textures, so no need to convert them into TGA to have a correct mapping. |
Woooow , what that glandu amazing work man
that very good , this work will help a lot of dev's and thank you for this amazing project and work you are amazing ^^( you destroy the original rappelz , we will can almost build the game again and change what we want xD^) waiting your new work tahnk you again |
errors on Export from Blender!
When i import any weapons in Blender its ok, after the import i want export
as .obj for working in 3DSMAX When i Import the rappelz.obj Weapon in 3DSmax the model works fantastic, BUT after that i use dds or converteted the DDS File in an TGA file and put it to the weapon model it has wrong texturlocation: Look on Screen! [Only registered and activated users can see links. Click Here To Register...] Clear/Fix Problem! After Export to .obj, the 3DSMAX need change import options, after the changes the texture are fantastic on Weapon |
The 3ds format might works better ? In obj format you will not have bones which are required for weapons to work ingame.
Anyway glad to see it that working ^^ |
Export in FBX format in blender and you can import it without problem in any software ;)
Moreover the probleme it's just a problem of direction so try to flip X/Y coord of UV in 3ds max and it should work ;) |
help me please my foreign friends.
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Держи)) [Only registered and activated users can see links. Click Here To Register...] |
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Крыльям нужны кости? |
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Без текстур, как оказалось тоже... |
Hi Glandu.. i have some problem here.. i using your latest plugin at Github and .dll file 64 bit.. i import wing nx3 file i looks fine but when export and import again it look different and its bug.. how to solve that? the picture is below..
after 1st import.. [IMG=expandable: 1]http://imagizer.imageshack.us/v2/150x100q90/674/oMc47j.jpg[/IMG] and this image after export and import again to see it.. [IMG=expandable: 1]http://imagizer.imageshack.us/v2/150x100q90/673/xfP4Li.jpg[/IMG] |
post your original nx3 and the saved one so i can test it and see what's wrong
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I didn't understand
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Thank You.. :) |
HI Glandu, i have another problem, i try to change dds file for armor nx3 file, when export and import again in blender all no problem, but when put in resource its bug look like wing before, i try use old plugin for export also same. why that happen?
Print Screen below.. [Only registered and activated users can see links. Click Here To Register...] Thank You.. |
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Assign an object to an armature to have bones |
if even with correct bones as said by Modamer9 it does not work, then post you original nx3 (that works) and the modified one (that does not work)
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[Only registered and activated users can see links. Click Here To Register...] tq.. |
thanx man , you are the best
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I have a problem in form of the object ... does not appear very well...
@glandu if you have any idea to fix that [IMG=expandable: 1]http://im63.gulfup.com/f7eobj.jpg[/IMG] [IMG=expandable: 1]http://im63.gulfup.com/ZqqfMa.jpg[/IMG] |
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I used a original nx3 file, hexed the file to change the name of all bones and it appeared as without modification in the client. The client only use the bone order in the nx3 file. It seems that the order is arbitrary (at least not alphabetical). And i am not sure that blender can keep them in order ... I hope there is still a solution anyway to find bone order ... Quote:
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@Modamer9
You use quads in your mesh. Before exporting to nx3, you must have only triangles. You can do that by selecting your object, then go into Edit mode. Then select all vertices (with A shortcut) and triangulates all faces (with CTRL + T shortcut or in the menu Mesh -> Faces -> Triangulates Faces) |
thanks glandu ... there is some weapons I great from yours plugin
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Great job glandu2 your plugin is really amazing
but i have a problem with solidify modifier i downloaded some 3d model wings and i had a problem in texture paint when i change the view parts of the wings disappear and same thing in the game so i used the solidify modifier but after use the wing appears corrupted first i thought it is from the models but when i used the modifier with the offical models it was the same thing and thanks for the plugin i attached the offical nx3 wings original and with the solidify modifier ------ edit i use version 1.3 with the latest updates from github blender x86 v 2.68 |
Hi, I have a problem , I can export it NX3 and all without any worries but no texture appears ... Here is my model:[Only registered and activated users can see links. Click Here To Register...]
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Don't use mega.co.nz but instead the forum's attachment feature, i cant get the download to work on this site. Also if you have texture issue with blender 2.68, use blender 2.73, i use that one now and there is no DDS texture issue |
Hello, thank you for your answer , maybe you will be easier to understand and ...
[IMG=expandable: 1]http://img11.hostingpics.net/pics/885653Sandddstitre3.jpg[/IMG] |
Animation corruption when using an edited file with bones should be fixed now.
I had already checked the source of this issue without success believing it was not fixable (due to blender not ordering bones) But i rechecked and i found that blender keep the bone order I was using unordered collection when reading and writing bones from/to nx3 So the fixed version is here (both import_nx3.py and export_nx3.py need to be updated): [Only registered and activated users can see links. Click Here To Register...] |
yes ... the cordination is work to me when change order of bones ... thanks glandu
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Hi i am trying for some time to do mask, but that is what gives her ...
[IMG=expandable: 1]http://img11.hostingpics.net/pics/376693maskerror.jpg[/IMG] |
Check that your model is attached to the head bone (to check that, go in pose mode and move the head bone, your model should move too).
Also be sure to use that lastest version of export_nx3.py and import_nx3.py. |
No luck.. and yes i well using the latest version.
watch (ps : have testing mask) [Only registered and activated users can see links. Click Here To Register...] |
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follow the step :
1-creat your object(head or mask). 2-import you example mask in game (*.nx3)...(like:asm_face_ninja.nx3) 3-Assign your object(mask) to an armature and choose "With Empty Groups" 4-select yours object and choose mode weight paint and follow the next image [Only registered and activated users can see links. Click Here To Register...] 5-export and enjoy example of tobi mask (it not good ^_^ ... just put in your resource game and /insert_item 2011029 |
I did but he gets into space and not to the face ..
He gets in another movement like that of the weapon or buttocks |
Can you send a .blend file of your model to check what's the issue ? (either here or as pm)
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