BZW Exporter Version 2.0?

Discussion, updates, modifications, etc for the various map editors...

Would you use it?

Yes
16
76%
No
3
14%
Whats blender?
2
10%
 
Total votes: 21

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Teppic
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BZW Exporter Version 2.0?

Post by Teppic » Wed Jan 04, 2006 12:41 am

Seeing as apache's php_mod is working fine, the botwatch scripts are up to date and can't be published until 2.0.5 goes stable, the mail server is ticking over nicely in the corner, the laptop is finally running encrypted and I finished all the hotplug scripts for the wifes mp3 player, I'm bored.

The thought occurs that as the original blender exporter grew from an old wrl script, and is way too bloated to do much more to without breakage, perhaps a rewrite is in order.

Then a further thought occurs 'Hey Tepp, what if you do it proper like.... you know.... classes, comment yer code, that sort of thing.'
So I'm gonna rewrite the exporter, but whilst writing indivdual classes to export to a bzw file you may as well reverse the process, reading an existing map through a parser, and convert it back in the same module.

Well, then comes the question, if you could import and export complete maps to and from blender would you use it? By complete I mean everything, from server options to physics drivers, spawn zones to fancy looking meshes with 12 textures and see through bits. It would also include a simple toolkit gui like the old one to add new objetcs etc.
Thoughts?

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Post by Saturos » Wed Jan 04, 2006 6:17 pm

:shock:

^-- that is a "yes", I would use it.

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Post by Winny » Wed Jan 04, 2006 6:48 pm

Saturos wrote::shock:

^-- that is a "yes", I would use it.

I say the same, I would definetly use it.

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Post by Teppic » Wed Jan 04, 2006 6:55 pm

Damn, I better start writing then....

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Re: BZW Exporter Version 2.0?

Post by ^nightmare^ » Wed Jan 04, 2006 6:55 pm

Teppic wrote:Seeing as apache's php_mod is working fine, the botwatch scripts are up to date and can't be published until 2.0.5 goes stable, the mail server is ticking over nicely in the corner, the laptop is finally running encrypted and I finished all the hotplug scripts for the wifes mp3 player, I'm bored.

The thought occurs that as the original blender exporter grew from an old wrl script, and is way too bloated to do much more to without breakage, perhaps a rewrite is in order.

Then a further thought occurs 'Hey Tepp, what if you do it proper like.... you know.... classes, comment yer code, that sort of thing.'
So I'm gonna rewrite the exporter, but whilst writing indivdual classes to export to a bzw file you may as well reverse the process, reading an existing map through a parser, and convert it back in the same module.

Well, then comes the question, if you could import and export complete maps to and from blender would you use it? By complete I mean everything, from server options to physics drivers, spawn zones to fancy looking meshes with 12 textures and see through bits. It would also include a simple toolkit gui like the old one to add new objetcs etc.
Thoughts?
hehe, sounds like your making a new bzflag map editor.
Sure, i would use it.
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Post by Teppic » Wed Jan 18, 2006 12:23 am

Update, it will currently import and export:-

Boxes


Tada

Yeah I know, but it means the file parser and scene writer works ok, bases next, the're like boxes, cut and paste, couple of lines of extra code :tired:

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Post by RPG » Wed Jan 18, 2006 2:31 am

Something that could input AND export BZFlag maps would be awesome. Clearly what we need for our Mapper Tower Project.

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Post by Teppic » Wed Jan 18, 2006 2:49 am

Prolly won't be done in time for that, I have less time available than when the other exporter was written (in a week). Looking at the end of Feb I rekon....

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Post by RPG » Wed Jan 18, 2006 3:28 am

No rush...

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Post by Teppic » Sun Jan 22, 2006 5:09 am

Question about the modifier gui, should it be in a third party app (ie have its own window) or use blenders GUI abilities. I don't know how many people run blender in a window?

Going against my normal choice (pygtk or pyqt), and using wxpython for the gui will allow windows compatibility as well AFAIK(thx to LePoupe for the heads up on that, and his nifty bz manager)


P.S. I hate transform matrices :evil:

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Post by Saturos » Sun Jan 22, 2006 10:00 am

I run blender in a window... I hate fullscreen-apps that aren't games.

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Post by ducatiwannabe » Sun Jan 22, 2006 3:11 pm

This IS for windows right? :)

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Post by RPG » Sun Jan 22, 2006 3:20 pm

Probably for all platforms that blender runs on.

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Post by TD-Linux » Sun Jan 22, 2006 10:16 pm

I would definitely use it - I'm learning Blender now.

I would say to use the built in Blender GUI - for consistency, and anyway, popup windows prevent you from using Blender while they are open, or when you click Blender it will drop behind Blender and dissapear. Also, Blender's GUI is lighter and more dense than Windoze's, so screen real estate would be better used.

I think.

It would be great if you could add a standard Blender modifier to something and give it special BZFlag properties through that modifier. Also, things like teleporters and bases could be done by adding a BZFlag submenu under the SPACEBAR>Add menu.

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Post by Teppic » Mon Jan 23, 2006 12:00 am

TD-Linux wrote:It would be great if you could add a standard Blender modifier to something and give it special BZFlag properties through that modifier. Also, things like teleporters and bases could be done by adding a BZFlag submenu under the SPACEBAR>Add menu.
The modifier I've done before, but I'm not sure you can register scripts to the add menu.....



OK, blender gui is is then.
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Post by Teppic » Sat Jan 28, 2006 1:51 am

Testers wanted for the importer, python 2.4, blender version 2.40, I tried to keep it 2.37 compatible but I'm not sure I did, required py modules are os and math.
The importer is about 90% done, but I don't want to have to sit around for bug reports once it is.

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Post by Winny » Sat Jan 28, 2006 3:26 am

Teppic wrote:Testers wanted for the importer, python 2.4, blender version 2.40, I tried to keep it 2.37 compatible but I'm not sure I did, required py modules are os and math.
The importer is about 90% done, but I don't want to have to sit around for bug reports once it is.

ill test it, I have blender 2.40 and 2.41

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Post by RPG » Sat Jan 28, 2006 3:35 am

Win XP wrote:ill test it, I have blender 2.40 and 2.41
But do you have Python?

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Post by Mostly Harmless! » Sat Jan 28, 2006 4:21 am

I'd like to test it! I've got python 2.4 and blender 2.41.

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Post by Saturos » Sat Jan 28, 2006 6:37 pm

I would test it, too.

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Post by Teppic » Sat Jan 28, 2006 11:56 pm

The anonymous cvs server should be working now.

Code: Select all

cvs -d :pserver:anonymous@teppic.homelinux.net:2401/root login
[just press enter at the password prompt]
cd /home/yourname/.blender/scripts/
cvs -d :pserver:anonymous@teppic.homelinux.net:2401/root/ checkout bzflag
cp bzflag/bzwImport.py ./bzwImport.py
blender -window
Anyone not happy using cvs post and I'll upload weekly snapshots to a http server.

I'll post here for updates and new modules ( phydriver, texmat, transform and waterlevel are the only ones left)

When (yes when) coming across a problem pls post the error output from the console and the map file (or section that broke it).

Saturos, you need the math module this time, try typing python in a console, then import math in the python console to test. If it doesn't work try installing python again from whatever package manager you use.

I'm also interested to know if you run it under 2.3python or 2.3*blender, stuff like that.


Some notes, links for transporters end up in layer 19, materials (bz specific) end up in layer 20 as spheres to exhibit the material, textured materials won't show up in the viewport sometimes, but will in a render. World weapons are represented by the cheesy gun in layer 1. Most of the bz specific properties can't be viewed within blenders view properties button section, as they are list or tuple objects and not strings floats or ints, this is fine for now as the GUI will eventually take care of it. I expect the rest of the modules will be available by the end of next week.Thanks for the help guys.....

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Post by Teppic » Mon Jan 30, 2006 1:26 am

Update:
Now imports meshes & groups instances (allthough has trouble with instances before definition)
Can read object properties in blender.

Also simplified the cvs server so you don't have to move stuff about.

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Post by Saturos » Mon Jan 30, 2006 10:01 am

Saturos@linux:~> python
Python 2.4 (#1, May 4 2005, 21:41:46)
[GCC 3.3.5 20050117 (prerelease) (SUSE Linux)] on linux2
Type "help", "copyright", "credits" or "license" for more information.
>>> import math
>>>
Looks good, I guess.
I'll try your thing now.

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Post by Winny » Tue Jan 31, 2006 7:24 pm

is there a .exe available ?

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Post by Teppic » Tue Jan 31, 2006 7:56 pm

Win Xp wrote:is there a .exe available ?
:roll: It's python :roll:

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