BZW Exporter for Wings3D (v1.1)

General talk about the map making process.
Legolas_
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Post by Legolas_ » Mon Aug 21, 2006 1:28 am

Is this available anymore?
i would like it but i cant find it anywhere.

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SilverFox
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new link

Post by SilverFox » Sun Dec 24, 2006 4:13 am


TankSnipe
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Post by TankSnipe » Mon Feb 19, 2007 7:57 am

Any plans for a importer?

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Saturos
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Post by Saturos » Mon Feb 19, 2007 9:45 am

TankSnipe wrote:Any plans for a importer?
Join a server, type "/saveworld -o file.obj", it saves you an obj-file which you can import in Wings3D using File - Import - Obj .

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NO
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wings help

Post by NO » Wed Jun 13, 2007 4:38 am

ok, so i downloaded the plugin and then installed it on wings, but now it wont export to bzw it just will export to things like .obj i need help
NO

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Post by Hannibal » Wed Jun 13, 2007 4:47 am

Yeah, you do need help.
Games don't make people violent, lag does.
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Re: wings help

Post by A Meteorite » Wed Jun 13, 2007 5:55 am

NO wrote:ok, so i downloaded the plugin and then installed it on wings, but now it wont export to bzw it just will export to things like .obj i need help
There is a specific export to bzw menu command, if I recall correctly. Make sure you are using that. Also, as a side note, BZWTools for Blender is currently supported. BZW Exporter for Wings is no longer supported, as far as I know.
Hannibal wrote:Yeah, you do need help.
Wow. Just wow. I would have expected you to say something helpful or nothing at all.
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Post by Hannibal » Wed Jun 13, 2007 6:53 am

I didnt mean 'he needs to see a psychiatrist' help.
I said that due to the nature of his other posts as well as this one.
Games don't make people violent, lag does.
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NO
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my posts

Post by NO » Wed Jun 13, 2007 1:16 pm

Hannibal wrote:I didnt mean 'he needs to see a psychiatrist' help.
I said that due to the nature of his other posts as well as this one.
do you mean by the amount of posts or by their content?
NO

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optic delusion
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Re: BZW Exporter for Wings3D (v1.1)

Post by optic delusion » Fri Mar 20, 2009 11:15 pm

Trepan has released the source, and the wings2bzw plugin has been updated and now works with the latest version of Wings3D v.0.99.53, and it may eventually be added to the wings distribution. It's still a little too early to make an "official" release, as there may be some small changes concerning those pesky exponential values in the exported geometry. When it's ready I will post a package including source and binaries. For now i refer you to this thread. If you want to you can get the latest wings and plugin to test. There should not be any bugs.
http://my.bzflag.org/bb/viewtopic.php?f ... 85#p135592

On a related note, Trepan has made some changes to modeltool, and it should operate about 20 times faster than it did last week.
Take a look at my Defender game mode concept.

Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.

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Re: BZW Exporter for Wings3D (v1.1)

Post by trepan » Fri Mar 20, 2009 11:35 pm

The numbers that I actually gave were 2 seconds vs. 2 minutes.
That would be 60 times faster. The more data elements there
are to be sorted, the better the relative performance will be for
the tweaked code. I was using a 40K vertex mesh for testing, iirc.

Another improvement that I haven't tested yet is the way that
memory is accrued when multiple objects are parsed separately
from a wavefront OBJ file. The current setup saves all vertex/
normal/texcoord data that has been parsed (from the beginning
of the file), for each object (without clearing them after an object
is created). I've also set it up to parse wavefront OBJ 'o' objects as
separate entities (wings3d and blender both export using that tag).

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Re: BZW Exporter for Wings3D (v1.1)

Post by optic delusion » Sun Mar 22, 2009 8:45 pm

I always thought that some of the threads in "General Mapmaking Discussion" belonged in the "Map Editors" subforum, so i put it over there... http://my.bzflag.org/bb/viewtopic.php?f=24&t=13848

Mappers who are using earlier versions of this plugin, including those released yesterday... will want to get the newer version, which has the truncated exponents.
Take a look at my Defender game mode concept.

Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.

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Re: BZW Exporter for Wings3D (v1.1)

Post by optic delusion » Wed Jul 29, 2009 3:26 am

Trepan released the sourcem and the plugin now comes pre-installed on wings versions over 1.1
Take a look at my Defender game mode concept.

Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.

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Re: BZW Exporter for Wings3D (v1.1)

Post by Bacon » Wed Jul 13, 2011 5:06 pm

I installed this plugin for my 1.4.1 version.... I get an error message:
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candy on me head n.n

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ahs3
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Re: BZW Exporter for Wings3D (v1.1)

Post by ahs3 » Wed Jul 13, 2011 10:08 pm

That's because wings3d 1.4.1 already has the bzw exporter built in.

Go to file>export>Bzflag(.bzw)

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Re: BZW Exporter for Wings3D (v1.1)

Post by Bacon » Wed Jul 27, 2011 6:17 pm

Thanks ahs3, It works now but when I test the object in a private server I find that the object is halfway underground. Is there a quick fix to this?
candy on me head n.n

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Re: BZW Exporter for Wings3D (v1.1)

Post by SkillDude » Wed Jul 27, 2011 8:02 pm

In your map file for your mesh, you will want to add the following to the beginning and end.

Code: Select all

define mymesh

meshcode
meshcode
meshcode
meshcode
meshcode

enddef
Then add

Code: Select all

group mymesh
shift 0 0 -50
end
Then it will appear shifted 50 units upward. Of course, this value is arbitrary. Look at the bzw docs for more things you can do with grouped objects.

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