BZW exporter for blender, Released, complete!

Discussion, updates, modifications, etc for the various map editors...
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Teppic
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Post by Teppic »

I fixed the windows cache texture and custom texture bugs, thank the Geek Gods for VMWare. New D/L up on Teh Download Site.
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Post by temporal distraction »

(grabbed the latest version from the SVN server - and I'm on blender 2.42-darwin)

I think this is a simple path error, but I've tried a few times to fix it so I thought I'd ask...

Code: Select all

Traceback (most recent call last):
  File "<string>", line 1, in ?
ImportError: No module named BPyRegistry
Oops, can't get prefs file, please run BZWToolkit and click on Edit Settings
[1;34mStarting import of object type:-[0m options
[1;32mFinished importing options object:-[0m Options0
[1;34mStarting import of object type:-[0m world
Traceback (most recent call last):
  File "<string>", line 48, in file_callback
  File "/Users/grondin/.blender/scripts/bzflag/BZfileRead.py", line 267, in read
    writer=module.importer(obj)
  File "/Users/grondin/.blender/scripts/bzflag/world.py", line 36, in __init__
    self.wallimage=Blender.Image.Load(BZconfig.bztexpath+'std_ground.png')
IOError: couldn't load image
I tried using the "Edit Settings"s script as well as editing BZconfig.py directly. The attachment is a screenshot of my paths in blender.

Any other ideas?
Attachments
Blender-paths.png
Blender-paths.png (12.85 KiB) Viewed 7063 times
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Teppic
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Post by Teppic »

I just checked, and Blender doesn't understand ~.

You have just brought the point up though that there is no failsafe when blender cannot load standard textures. (more work)

Replace the ~ with the full path and delete bzflag/BZconfig.pyc
Restart Blender and it should work.

That has brought up the other point too, I should fully depreciate BZconfig for any user settings, as clicking apply in the GUI should be enough. (even more work)
I'll set to it right now.....

Code: Select all

ImportError: No module named BPyRegistry 
That look a bit disturbing too.
temporal distraction
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Post by temporal distraction »

Tried both

Code: Select all

BZFlag_texture_path='/"Mini HD"/Users/grondin/cvs-8-16-06/bzflag/data/'
and

Code: Select all

BZFlag_texture_path='/Mini\ HD/Users/grondin/cvs-8-16-06/bzflag/data/'
with the exact same erroras above. (I changed all three paths and I verified that the "data" directory does have the textures in it.)

Changing the path in Edit Settings had no effect at all.

Thanks for your work on this...
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Post by dango »

you do know when using "\"s, you need two of them
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Teppic
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Post by Teppic »

me1 wrote:you do know when using ""s, you need two of them
Only on windows, he is using it as an escape character therefor only one.

Right, erm, the whole string is allready quoted, so you shuldn't need to escape a space character. I'm turning on IRC as I post so find me there if you can't get it to work again.

Also I'm just about to upload the new svn version (couple more tests), no BZconfig at all, easier to setup.
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Post by Winny »

Is there any way to make the exporter export dual faced meshes?

I need it for my new map, and it only seems to export single faces...
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JeffM
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Post by JeffM »

duplicate the faces in blender and reverse there facing.

then just export it. it'll be seen as 2 faces, but ...
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Post by Teppic »

JeffM2501 wrote:duplicate the faces in blender and reverse there facing.

then just export it. it'll be seen as 2 faces, but ...
That is how the twosided setting exports faces (I don't remember how it's set, but you can do it)
HOWEVER, I would advise against it if at all possible, make a very very thin box instead, I have known the physics engine to trap tanks on 2 sided faces when their vertices have the same co-ords.
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Post by Teppic »

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Post by Teppic »

There is a new SVN snapshot, the last for Blender 2.44 and below.

Development is now in progress to get rid off all the depreciation warnings and bring the modules in line with the recent API changes.

There will also be a new export engine, that is more abstract from the Blender API, to allow 3rd party manipulation of objects between the export stage and the generation of the bzw file, without using Blender: This is primarily to allow me to create DrawInfo from exported meshs without being tied to Python for the output code generation.
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