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Re: Blender Exporter Plugin - Feedback

Posted: Tue Feb 14, 2023 8:40 pm
by DzInLa
TopAce888 wrote: Mon Feb 13, 2023 3:41 pm
Haubi wrote: Mon Aug 29, 2022 11:48 am [...]Die Texturen einfach im Shader Editor laden, werden dann auch mit exportiert.[...]
Wie bekomme ich denn die Specular-Map mit exportiert? Ich habe das mir wie im Screenshot eingestellt. Diffuse und Normal Map werden exportiert, aber nicht die Specular. :hmm:
Image
Which i3d Exporter are you using?
Are all you image files in the same folder?

FYI: your NORMAL MAP "Color Space" should be "non-color".

Re: Blender Exporter Plugin - Feedback

Posted: Tue Feb 14, 2023 11:14 pm
by TopAce888
With the Giants Exporter it is working partially, with the StjerenIdioten I only get the diffuse and normal map exported. But the directory could be an issue, diffuse is different from normal and specular.

Re: Blender Exporter Plugin - Feedback

Posted: Wed Mar 08, 2023 12:18 pm
by TheFarmAge
Ein Update für die version 3.X.X wäre auch mal schön

Re: Blender Exporter Plugin - Feedback

Posted: Fri Apr 14, 2023 8:43 pm
by DzInLa
I am using BLENDER 3.5.0 and the GIANTS Blender_i3d_Export_9.0.1 without major issues .

I manually install the exporter in the C:/Users/"your_username"/AppData/Roamig/Blender Foundation/Blender/3.5/scripts/addons FOLDER.

The exporter auto installs to a different folder.
In Blender, when looking at addons, put "i3d" in the search box to see if there are multiple copies installed.

My edit to the GIANTS Blender_i3d_Export_9.0.1 fixes the "vehicle material array tool not found" ERROR MESSAGE.
Fix is to make sure the columns receive a integer for scaling and not a float value :-)

Image
Adding updated material images to the exporter.

Change:
num_cols = max(1, context.region.width / cell_w)

to:
num_cols = int(max(1, context.region.width / cell_w))

Location: io_export_i3d/tools/vehicleArrayTool.py inside the I3D_OT_VehicleArrayPanel class

Edit CREDIT to: Kristian (krisjo01) GDN


I do know the Blender Exporter Plugins v9.0.1 works better in the Blender "Layout" TAB when exporting. I deleted the Blender "Modeling" TAB and have fewer issues. I purchased the GIANTS Modding Tutorials 5.0, worth every penny. In the Tutorial videos, Giants export from the LAYOUT Tab. I only use "Layout, "UVEditing" and "Shading" TABS in Blender.

I created a "textures" FOLDER in both the Blender file location and id3 file location. Then have a copy of your .dds and .png files in each folder.
This prevents the Error: Missing dds file and Error: Can't load resource.

Re: Blender Exporter Plugin - Feedback

Posted: Sat Oct 07, 2023 3:00 pm
by Schwefer
Hi zusammen. Seit den 5.10 gibt es den neuen Blender Exporter.... weiß schon jemand welche neuen Funktionen er hat und wie man sie richtig verwendet ..habe noch keine doku dazu gefunden.

Re: Blender Exporter Plugin - Feedback

Posted: Sat Oct 07, 2023 3:49 pm
by TopAce888
Auf jeden Fall hat er schon mal Unterstützung für Blender 3.0 und 3.6.

Re: Blender Exporter Plugin - Feedback

Posted: Fri Oct 13, 2023 4:28 am
by DzInLa
Schwefer wrote: Sat Oct 07, 2023 3:00 pm Hi zusammen. Seit den 5.10 gibt es den neuen Blender Exporter.... weiß schon jemand welche neuen Funktionen er hat und wie man sie richtig verwendet ..habe noch keine doku dazu gefunden.
Canadian Eh!

Change log
----------

9.1.0 (04.10.2023)
------------------
-Fixed a bug with the cpu mesh setting where the flag was read from the UI instead of from the objects
-Increased the precision of floating point settings to six decimal positions
-Added support for double sided shape flag
-Added support for the receive and cast shadows flags
-Added support for the rendered in viewports flag
-Fixed Vertex Colors export (supported Blender versions >= 3.2)
-Added features to Vertex Color Tool (supported Blender versions >= 3.2)
-Fixed Material Attributes (Custommap and CustomParameter are only written if different to the default values in i3d file. new i3dConverter.exe)
-Fixed moving UV despite use_uv_select_sync is set (in Vehicle material array tool)
-Added weighted normal modifier support
-Fixed Xml values are only written if they are different to the default value
-Performance increased (less string comparisons)
-Fixed crash when undoing Object Data from Curve
-Visibility of nodes are using the eye button in blender scenegraph
-Fixed export with "joints" set
-Added export of reflectionmap when in blender a material surface with BSDF is used
-Fixed rotation calculation. sin(180) is 0 not 1e-10
-Fixed custom bounding volume calculation
-Added bone constraint "Child Of" support to move the bone to corresponding parent in scenegraph