B AATools. V0.5a <--!! + tutorial see pg. 2

Got something that makes Armagetron look shiny? Post it here.
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jessethemidget
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Post by jessethemidget »

hmm... bug?

ok, the polygon problem:
blender the script only reads triangles, triangulate your quads with ctrl-t before export.

also, blender models have an object rotation that's not taken into account, i.e. if something looks right with a rotation of 90 degrees in object mode, it will come out 90 degrees off because the exporter only reads mesh data, without applying rotation data.

try alt-r to clear rotation (in object mode) to see the real orientation of your model
also, use ctrl-a to apply rotation if it's wrong. it will export exactly like it imports, so import the base model and make sure yours has the same basic size and rotation.


I'll look into it and make sure it's not a bug, but it seems to work fine in linux so I'll try windows. (hmm... can you send me your model in .blend format (mcmillanje@gmail.com) so I can debug the dropped polys problem?)
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jessethemidget
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Post by jessethemidget »

TUTORIAL!!!!
it's at my page, here:
http://www.addertooth.net/aatools/aatools_tutorial.html

pictures and more!
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Your_mom
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Post by Your_mom »

Your suggestions solved the 2 problems i had, thanks. If something goes wrong while i'm still goofing around with it i'll report the problem here.
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jessethemidget
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Post by jessethemidget »

hey, check out svn if you want a sneak-peek at the gui! aatools.py is now somewhat functional! (import works, export does nothing right now)

hey, and import automatically offsets models like they are displayed!
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jessethemidget
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Post by jessethemidget »

so I was going to wait till tomarrow...
...well I got bored....
so now we have version 0.5a which includes a gui!! now aatools.py actually exists (instead of just placeholder).

https://sourceforge.net/projects/aatools/


it's all fairly self-explanitory, I'll edit my tutorial tomarrow to include gui instructions...


EDIT: if you take out my double-posting (shameful...) post-count is:
me:9 (really like 14)
others:6
does this mean no one has anything to say, or that it's not neat/exciting/useful, or that nobody cares, or that everyone hates me, or that it's just plain boring, or you guys don't post as much as I'm used to on other forums?
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ed
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Post by ed »

I think it's a great tool.
Trouble is for me, as I'm sure it is for many others, I tinkered with a few 3d packages a while back yet have no blender knowledge.
Maybe you should release a few bikes you've made. That might encourage more of us to take the plunge and have a go ourselves.
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Lackadaisical
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Post by Lackadaisical »

I actually think its really neat, and i'll probably try to make a model someday, but I've got no blender experience whatsoever so I didn't see a reason to post.

Keep up the good work.
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Killer Rabbit
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Post by Killer Rabbit »

"When i don't have anything to say i generally STFU"


Quoted from Z-Man
He'll bite your head off!
Maybe if we all go in and catch him off guard...
RETREAT!

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Tank Program
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Post by Tank Program »

I think it's awesome, it's just that I'm not graphically inclined... in fact I'm graphically challanged, so...
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jessethemidget
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Post by jessethemidget »

thanks guys... ok, I'm good now :o

anyway, good idea ed, I'll post some later today (prolly, unless someting comes up), hmm... I also need to add textures support.

ok, plans:

v0.5a -where we are
goals:
v0.5 -finish .5 by adding individual export-import buttons...
v0.6a -automatic texture import
v0.6 -finish .6 by adding texture export/draw tools
v0.7 -add tabbed gui, built in examples
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jessethemidget
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Post by jessethemidget »

oooh colors!

-gui work... now in svn.

note: I'll show some bikes soon, but right now I just cant resist all the pretty colors!!!!
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oooh... perty colors
oooh... perty colors
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jessethemidget
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Post by jessethemidget »

ok, i promised... here's one cycle I made...

a .gif pan around from blender:
http://www.addertooth.net/aatools/cycle1.gif

attached is an in-game screenie,

and the dload:
http://www.addertooth.net/aatools/models.zip
Attachments
cycle1.png
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jessethemidget
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Post by jessethemidget »

srry for the double post... here's another model made by this script that's a little closer to the original...
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cycle2.png
models2.zip
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Your_mom
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Post by Your_mom »

In .5a, you have two readme files , both need .txt added at the end. And export all only exports the cycle_body file. Very nice work so far. How's texture import/output coming?(/me is horrible with texturing models in blender)
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jessethemidget
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Post by jessethemidget »

do you have windows?

I'll look into the problem...

as textures go, I've added a tab to the gui, and I've been working on plans for the library and functions, It'll probably take some tweaking to get it to look the same as in arma...

does armagetron just apply the textures side-on directly (stretch as needed) or is there a didferant way? Maybe I go source-code diving again...
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