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Posted: Mon May 02, 2005 3:34 am
by BinarySpike
Here's a picture :-p

Now, if only I knew how to get this off my computer on to other computers :roll:.......

Posted: Mon May 02, 2005 4:23 am
by JeffM
it's not that cool, it's just a converter.

Posted: Mon May 02, 2005 11:03 am
by Guest
BinarySpike:
We all just downloaded Wings which has a mac compatable Obj > Bzw convertor... :P I already have meshes in my map.

But good work all the same!!! :D

Posted: Mon May 02, 2005 5:14 pm
by BinarySpike
The wings converter doesn't work on my computer...

Posted: Mon May 02, 2005 5:15 pm
by Guest
Argh. You too, huh?
Am I the only one to get it to work on Mac OS X?!

Posted: Mon May 02, 2005 8:11 pm
by BinarySpike
If you tell me exactly how you did it I'll try...


OK!
(that was fun)

Posted: Mon May 02, 2005 8:22 pm
by Guest
Ok.
Go to http://my.bzflag.org/bb/viewtopic.php?t=3652
Click the file link. This should download a file called:
wings3d_to_bzw_1.1.tar

If it has a .tar, then great. If it has a .tar.gz, try right clicking and "Downloading Linked File".
Hopefully, somehow you can get a .tar
If you can only get a .tar.gz maybe you could try just deleting the .gz or somehow saving it as just a .tar.

Then go to Wings 3D > File > Import Plug-In > Find The "wings3d_to_bzw_1.1.tar
" File. Clcik Ok.

Now make something in Wings3D, go to File > Export > BZFlag (.bzw).

You should get a popup where you type in a name and choose a place to save it. Click OK.

If all this works, notice that there is a little box on the right of BZFlag (.bzw) under File > Export. CLick this to be able to switch the Y and Z axis. (In Wings3D Y is verticle and Z is one of the horizontal - The opposite to in BZFlag).

Hope this helps.

Posted: Mon May 02, 2005 9:14 pm
by BinarySpike
the .tar.gz is the compressed format...
(compressed as .tar then compressed again as .gz)


Anyway, there's only .tar.gz
I'll unstuff it and re-stuff it with terminal (to .tar)
...
Wings 3D > File > Import Plug-In >
I'm not sure I have an Import Plug-In...
(maybe in a later version of wings... All I have is Install Plug-In)

Posted: Mon May 02, 2005 9:37 pm
by JeffM
this thread is about the model converter, there is another thread on the wingz one, please post in it for problems with THAT tool.

Posted: Mon Sep 26, 2005 4:15 pm
by Links 2004
klein bat :)

Code: Select all

@echo off
title modeltool.exe
set /p file=File: 
modeltool.exe %file%
cmd

Posted: Wed Oct 19, 2005 10:04 pm
by Winny
uuuuh when I try to open it in windows a command propmy box flashes for a second and then notihing happens ???

Posted: Wed Oct 19, 2005 10:17 pm
by JeffM
model tool is a command line application, you use it via the command line.

please READ the threads before you post in them. They often have the answers to your questions.

Posted: Sat Dec 10, 2005 1:58 am
by jaxad0127
I'm having trouble getting -flipyz to work. My model is still on it's side.

Posted: Wed Nov 01, 2006 8:43 pm
by Ck_asdf
This is pretty neat, it worked as advertised ... but I'm wondering how to get color to work. So far, when I get an object into the bz map, it's bright white. I'd like to change that, and make it a different color. I found out how to color from within Wings, but that color doesn't transfer. Trying to edit the file, I managed to get it to a bright yellow color, but nothing other than that.

Another couple of questions I'm wondering is, how do I resize the object, and move it about the place (so that it's not directly in the center of the room?

I've made some pretty CRAZY looking objects, and it'd be neat if I could use them in one of my servers.

Here are the two files - cube & sphere. Basically, I created a simple cube/sphere, then grabbed some points and stretched them into weird shapes. The sphere is the one I added color to.

http://random.id.googlepages.com/cube.wings
http://random.id.googlepages.com/sphere.wings

Re: ModelTool for OBJ to BZW conversion

Posted: Fri Mar 19, 2010 12:11 pm
by Miln
Ok, So I use Fedora 12, Linux. The source code for the ModelTools is EXACTLY where he said it was, in the bzflag source code. The only thing that is getting me is that there are 2 make files in the "modeltool" folder, and there are two more make files in the folder "vc9." Which one(s) do I run and how? I have tried the simple "make makefile.in". The one file is Makefile.am and the other is makefile.in. There are also two makefiles inside the vc9 folder. I am Not in the Root account, but I could be if I needed.
Thanks, Miln

Edit: When I try making any of the files, I get a "Make: *** No rule to make target 'makefile.in'. Stop"

EditEdit: When I make the files inside of the vc9 folder, I get "Make: nothing to be done for 'makefile.in' "
Thanks again!

Re: ModelTool for OBJ to BZW conversion

Posted: Fri Mar 19, 2010 3:28 pm
by blast
Those are not the makefiles. They are the files that will help create the makefiles. From the root of the BZFlag source, you will need to run ./configure (with any options you might need). I can't recall if modeltool needs the client to be compiled to work now, but first go back to the modeltool directory and run 'make' and see what happens. If it fails, you might need to compile the entire client then as well.

Re: ModelTool for OBJ to BZW conversion

Posted: Sun Mar 21, 2010 8:38 pm
by Miln
OK, so I compiled the entire BZFlag 2.0.14. It was a pain getting all the dependancies, but it worked. Now, I have two questions. How do I run the Bzflag game I just made, and how do I make Modeltools? (Running "make" in the modeltools directory returned, "make: *** [all-recursive] Error 1").

Thanks for tolerating someone new to compiling things from source code!

Re: ModelTool for OBJ to BZW conversion

Posted: Sun Mar 21, 2010 9:38 pm
by blast
The actual error building Modeltool would be above what you posted there. All you posted was "there was an error". If you paste in the actual error messages, we can help.

As for running the copy of BZFlag you compiled, you can run this from the root of the source:

Code: Select all

src/bzflag/bzflag

Re: ModelTool for OBJ to BZW conversion

Posted: Sun Mar 21, 2010 10:50 pm
by Miln
Ok, I have the full output. I also tried running it as root, but with no success.

Making all in vc9
make[1]: Entering directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool/vc9'
make[1]: Nothing to be done for `all'.
make[1]: Leaving directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool/vc9'
make[1]: Entering directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool'
g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -g -O2 -Wall -W -mtune=i686 -ffast-math -fno-exceptions -c -o modeltool-modeltool.o `test -f 'modeltool.cxx' || echo './'`modeltool.cxx
^[[Amodeltool.cxx: In function ‘void writeBZW(CModel&, std::string)’:
modeltool.cxx:69: error: ‘strrchr’ was not declared in this scope
modeltool.cxx: In function ‘int main(int, char**)’:
modeltool.cxx:244: error: ‘strlen’ was not declared in this scope
modeltool.cxx:249: error: ‘strrchr’ was not declared in this scope
make[1]: *** [modeltool-modeltool.o] Error 1
make[1]: Leaving directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool'
make: *** [all-recursive] Error 1

also, there is no Bzflag file to run in src/bzflag/, I tried "Make" in /src/ folder and it appeared to do something, but nothing changed...

I think i'll try to provide a link to the finished file, once i get there, so that other people don't have to go through this!

Thanks again

Re: ModelTool for OBJ to BZW conversion

Posted: Sun Mar 21, 2010 11:23 pm
by trepan
Try adding #include <string.h> to the top of the file.
(fwiw, this has already been fixed in the SVN trunk code)

Re: ModelTool for OBJ to BZW conversion

Posted: Sun Mar 21, 2010 11:31 pm
by Miln
Which file?
When I put it in the modeltools main file, it gives:

Making all in vc9
make[1]: Entering directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool/vc9'
make[1]: Nothing to be done for `all'.
make[1]: Leaving directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool/vc9'
make[1]: Entering directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool'
g++ -DHAVE_CONFIG_H -I. -I../../include -I../../include -g -O2 -Wall -W -mtune=i686 -ffast-math -fno-exceptions -c -o modeltool-Q3BSP.o `test -f 'Q3BSP.cxx' || echo './'`Q3BSP.cxx
Q3BSP.cxx: In function ‘void SwapFourBytes(long unsigned int*)’:
Q3BSP.cxx:67: error: ‘memcpy’ was not declared in this scope
Q3BSP.cxx: In member function ‘bool Quake3Level::dumpToModel(CModel&)’:
Q3BSP.cxx:88: error: ‘strcpy’ was not declared in this scope
Q3BSP.cxx:89: error: ‘strrchr’ was not declared in this scope
Q3BSP.cxx:141: error: ‘strlen’ was not declared in this scope
Q3BSP.cxx:143: error: ‘strcpy’ was not declared in this scope
Q3BSP.cxx:144: error: ‘strrchr’ was not declared in this scope
Q3BSP.cxx:148: error: ‘strcmp’ was not declared in this scope
Q3BSP.cxx:278: error: ‘strlen’ was not declared in this scope
Q3BSP.cxx:280: error: ‘strcpy’ was not declared in this scope
Q3BSP.cxx:281: error: ‘strrchr’ was not declared in this scope
Q3BSP.cxx: In member function ‘void Quake3Level::dumpContents()’:
Q3BSP.cxx:580: error: ‘strtok’ was not declared in this scope
make[1]: *** [modeltool-Q3BSP.o] Error 1
make[1]: Leaving directory `/home/mike/Desktop/someprograms/bzflag-2.0.14/tools/modeltool'
make: *** [all-recursive] Error 1

thanks again again

ps: I am so glad fedora lets me copy and paste text from the prompt