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Very Hot Topic (More than 25 Replies) Blender Vertex Mesh export Plugin [V1.2.5]. (Read 1935 times)
Skywolf
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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #15 - Mar 26th, 2017 at 1:33pm
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You told my plugin to export with Actions as animation source. But you didn't make any. So it just created an empty _a.3d file with just a header but no vertex coordinates. So you just gave Unreal a bunch of vertices and polys in the data file with no way to make a functional model out of it Cheesy.

If you just want to export an one frame model set the start and end in the timeline (bottom of your screenshot) to the same number and export with Scene Timeline as animation source.
  

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dustinechoes849
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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #16 - Mar 27th, 2017 at 9:49pm
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It worked! Cheesy

For some reason, the model gets more and more disintegrated the further I am from it. Like some kinda broken LOD thing. When the model's up close, it looks fine tho.

EDIT: I tried changing the MINVERTS to 539, the amount displayed in blender, and it looks a lot better, but there's a few polys that vanish when I'm not up close to the model in-game.
« Last Edit: Mar 28th, 2017 at 2:20pm by dustinechoes849 »  


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Skywolf
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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #17 - Mar 28th, 2017 at 2:51pm
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You can lower LODStrength a bit if Unreal LODs your model too much. Or set it to 0 to disable it entirely. But if you want that just add MLOD=0 to the "#exec mesh import" line to import the model as a Mesh instead of a LodMesh.

Has anybody tested the Deus Ex format already?
  

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dustinechoes849
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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #18 - Mar 28th, 2017 at 10:04pm
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It worked! Cheesy

I'm installing Deus Ex right now to try it there.
  


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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #19 - Mar 29th, 2017 at 4:16am
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Tried exporting the default Blender cube thing, using the same method I did with the riddler trophy, except in Ion Storm mode.

Shocked Shocked Shocked
  


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Skywolf
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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #20 - Mar 29th, 2017 at 11:33am
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Blender doesn't give objects an UV map by default is seems. So the plugin tries to access data that doesn't exist and throws an error.

Uv unwap (Doesn't matter how, just so there is some UV data) and try again. Will make the plugin handle this scenario properly later.
  

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han
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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #21 - Mar 29th, 2017 at 11:42am
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Skywolf wrote on Mar 29th, 2017 at 11:33am:
Blender doesn't give objects an UV map by default is seems. So the plugin tries to access data that doesn't exist and throws an error.

Uv unwap (Doesn't matter how, just so there is some UV data) and try again. Will make the plugin handle this scenario properly later.

Maybe set LODNOTEX=True along that way, to make it somewhat more explicitly shown in the *.uc file.

Regarding the LODing behaviour, maybe adding an option to select the LODSTYLE. See: http://www.hypercoop.tk/infobase/archive/unrealtech/lodtechnologynotes.htm HP1 uses LODSTYLE=10, which seems to be a resonable default though.

Haven't yet figured my way yet through Blender, the sample blend file looked a bit weired when opened in Blender, but might jsut have been viewport settings.
  

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Skywolf
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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #22 - Mar 29th, 2017 at 8:47pm
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Can you combine LOD styles? For example: 10 would be 2 and 8 combined.

The example .blend file doesn't require any changes to test the exporter. Everything is already selected and set up so that all you have to do is export with actions and animation source.
  

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Re: Blender Vertex Mesh export Plugin [V1.1.2].
Reply #23 - Mar 30th, 2017 at 1:52am
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Yes, they act as sort of flags for calculating costs for collapsing. Though combining 1 and 8 would obviously make less sense. There appears to be also some 32, which seems to further increase the influence of the edge lenghts.
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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Re: Blender Vertex Mesh export Plugin [V1.2.1].
Reply #24 - Mar 30th, 2017 at 2:23pm
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Done. Added a setting for LODFRAME and MLOD aswell.

See original post for link and changelog.
  

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Re: Blender Vertex Mesh export Plugin [V1.2.1].
Reply #25 - Mar 31st, 2017 at 4:14pm
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Exported the riddler trophy using the same method that worked in Unreal, but in Deus Ex using the Ion Storm format.



looks kinda funky

it's supposed to look like:

unreal's screenshot feature is super broken for me lol
  


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Skywolf
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Re: Blender Vertex Mesh export Plugin [V1.2.1].
Reply #26 - Mar 31st, 2017 at 7:00pm
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Try this version: https://www.dropbox.com/s/1sjrw55i65ds8h9/Unreal_Vertex_Plugin_1.2.2.zip?dl=0

Put the padding at the end of the vertex cooirdinates instead if before it. Which seems to be the correct method judging from what I could find.
  

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dustinechoes849
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Re: Blender Vertex Mesh export Plugin [V1.2.1].
Reply #27 - Apr 1st, 2017 at 5:07am
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Skywolf wrote on Mar 31st, 2017 at 7:00pm:
Try this version: https://www.dropbox.com/s/1sjrw55i65ds8h9/Unreal_Vertex_Plugin_1.2.2.zip?dl=0

Put the padding at the end of the vertex cooirdinates instead if before it. Which seems to be the correct method judging from what I could find.


tried it, but with version 1.2.2 and UCC died
  


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Skywolf
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Re: Blender Vertex Mesh export Plugin [V1.2.1].
Reply #28 - Apr 1st, 2017 at 8:36am
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Seems like the same error as before. Make sure you didnt export it with Actions as animation source without having any Actions again.
  

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dustinechoes849
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Re: Blender Vertex Mesh export Plugin [V1.2.1].
Reply #29 - Apr 1st, 2017 at 11:20am
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oops, lol

switched it to scene timeline, it looks a lot more like it's supposed to, but still a bit funky
btw, I exported it with the lodmesh thing unchecked
(I bet there's some step I forgot to do)




with the lodmesh checked, it looks the same
  


don't bother trying to message me over AIM, I haven't used that in years lol
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