B AATools. V0.5a <--!! + tutorial see pg. 2
- jessethemidget
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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?)
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?)
- jessethemidget
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TUTORIAL!!!!
it's at my page, here:
http://www.addertooth.net/aatools/aatools_tutorial.html
pictures and more!
it's at my page, here:
http://www.addertooth.net/aatools/aatools_tutorial.html
pictures and more!
- jessethemidget
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- jessethemidget
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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?
...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?
- Lackadaisical
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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.
Keep up the good work.
Official Officiant of the Official Armagetron Clan Registration Office
Back (in the sig) by popular demand: Lack draws
Back (in the sig) by popular demand: Lack draws
- Killer Rabbit
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- jessethemidget
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thanks guys... ok, I'm good now
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

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
- jessethemidget
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- jessethemidget
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- Joined: Sun Apr 01, 2007 10:49 pm
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
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
- jessethemidget
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srry for the double post... here's another model made by this script that's a little closer to the original...
- Attachments
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- models2.zip
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- jessethemidget
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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...
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...