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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)

glandu2 10/31/2013 23:34

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 ...)

glandu2 11/02/2013 04:07

2 Attachment(s)
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.

gr4ph0s 11/03/2013 14:22

Quote:

Originally Posted by glandu2 (Post 25704824)
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)

You finally did it... Thanks you a lot you are amazing :)

glandu2 11/03/2013 21:41

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.

Stongx 11/05/2013 08:24

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

troll1981 04/12/2014 12:13

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!

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Clear/Fix Problem!

After Export to .obj, the 3DSMAX need change import options, after the changes the
texture are fantastic on Weapon

glandu2 04/12/2014 14:19

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 ^^

gr4ph0s 04/12/2014 15:58

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 ;)

sudomexa 07/05/2014 23:01

help me please my foreign friends.

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Spoiler:
https://yadi.sk/d/DXwzQXjJVzz8m

naik127 07/06/2014 14:33

Quote:

Originally Posted by sudomexa (Post 28811623)
help me please my foreign friends.

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Spoiler:
https://yadi.sk/d/DXwzQXjJVzz8m


Держи))
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sudomexa 07/07/2014 20:01

Quote:

Originally Posted by naik127 (Post 28817478)
Держи))
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Воо.. свой человек.) а ты не мог бы описать доработку свою?:))

Крыльям нужны кости?

naik127 07/08/2014 06:09

Quote:

Originally Posted by sudomexa (Post 28832919)
Воо.. свой человек.) а ты не мог бы описать доработку свою?:))

Крыльям нужны кости?

Кости нужны для анимации.А анимацию плагин что в этой теме не экспортирует.

sudomexa 07/08/2014 14:57

Quote:

Originally Posted by naik127 (Post 28837192)
Кости нужны для анимации.А анимацию плагин что в этой теме не экспортирует.

Я добавил в твои крылья текстуру, у меня теперь он не экспортирует...
Без текстур, как оказалось тоже...

jebonkul 09/01/2014 13:03

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]

glandu2 09/05/2014 22:14

post your original nx3 and the saved one so i can test it and see what's wrong

jebonkul 09/07/2014 22:36

Quote:

Originally Posted by glandu2 (Post 29491084)
post your original nx3 and the saved one so i can test it and see what's wrong

sorry late reply.. here is the example of the nx3 for wing before and after export..

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tq...

I want Rappelz Epic 4 09/08/2014 13:31

I didn't understand

glandu2 09/18/2014 21:05

Quote:

Originally Posted by jebonkul (Post 29512239)
sorry late reply.. here is the example of the nx3 for wing before and after export..

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tq...

I finally found the issue, vertex were not exported with correct order. Just update export_nx3.py file from [Only registered and activated users can see links. Click Here To Register...]

jebonkul 09/20/2014 16:38

Quote:

Originally Posted by glandu2 (Post 29621854)
I finally found the issue, vertex were not exported with correct order. Just update export_nx3.py file from [Only registered and activated users can see links. Click Here To Register...]


Thank You.. :)

jebonkul 10/08/2014 17:50

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..
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Thank You..

Modamer9 10/08/2014 18:25

Quote:

Originally Posted by jebonkul (Post 29812586)
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..
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Thank You..

I guess u have problem with bones .... read in first page
Assign an object to an armature to have bones

glandu2 10/08/2014 19:26

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)

jebonkul 10/09/2014 11:00

Quote:

Originally Posted by glandu2 (Post 29813735)
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)

OK, this is my nx3 file, original and modified..

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tq..

Sherock 10/09/2014 13:00

thanx man , you are the best

Modamer9 11/03/2014 12:32

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]


glandu2 11/12/2014 21:14

Quote:

Originally Posted by jebonkul (Post 29818346)
OK, this is my nx3 file, original and modified..

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tq..

It takes me long time to figure out, but the client does not use bone names in fact ...
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:

Originally Posted by Modamer9 (Post 30072498)
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]


Can you send me the original (without bug) file ? (either a nx3 or a .blend if you created it) (by PM if you don't want it to be public)

glandu2 11/16/2014 23:12

@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)

Modamer9 11/22/2014 19:06

thanks glandu ... there is some weapons I great from yours plugin



pprfds 12/13/2014 17:05

1 Attachment(s)
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

Taktiik 02/06/2015 15:45

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...]

glandu2 02/06/2015 21:29

Quote:

Originally Posted by pprfds (Post 30437335)
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

When you do something, always be sure to only have triangles before exporting. To do that, go i edit mode for each objects, select all vertices and do CTRL + T to triangulate all faces.

Quote:

Originally Posted by Taktiik (Post 30957823)
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...]

Be sure to put your nx3 and it's textures too in the resources/ folder.
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

Taktiik 02/07/2015 15:50

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]

glandu2 02/25/2015 00:11

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):
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Modamer9 02/25/2015 11:30

yes ... the cordination is work to me when change order of bones ... thanks glandu


Taktiik 03/04/2015 15:38

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]

glandu2 03/04/2015 19:39

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.

Taktiik 03/05/2015 14:46

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...]

Modamer9 03/05/2015 17:33

1 Attachment(s)
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

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5-export and enjoy

example of tobi mask (it not good ^_^ ... just put in your resource game and /insert_item 2011029

Taktiik 03/05/2015 23:46

I did but he gets into space and not to the face ..
He gets in another movement like that of the weapon or buttocks

glandu2 03/06/2015 01:05

Can you send a .blend file of your model to check what's the issue ? (either here or as pm)


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