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- Blender - Blender Object (S3ASC) Import/Export Scripts
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is it done? if it is where do i get it ? because i am sooooooooooooooooo pro-blender its so much better than milkshape or whatever. |
No, it's not done. But you can test it. It's on post #1
ETA: Just to clarify, all the groups are there, and in their respective datablocks (by name), but their actual object names are the same.
This pic shows the group00 datablock, with the object named group03.
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as .obj:
ME -> OBgroup00 = group00
group01 = group01
group02 = group02
group03 = group03
with the importer script:
ME -> OBgroup00 = group03
group01 = group03
group02 = group03
group03 = group03
You have to select the object for the name to change (if you didn't already know).
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After cmomoney's tests and me going and relooking at the code I decided to scrap that hack of the .obj import and write a new clean small script. It's now 6kb instead of 36kb, but I have to point out that it only loads the verts and faces, because I wanted to make sure that the groups loaded correctly rather than how it did with the last script. I've run it through sofas, ovens, cars and garden gnomes and it seems to load the groupings much better now.
Another obvious change is that there's no other popup after selecting the import file as it's not really necessary. If people require some extras later I can work on it, but for now it would go on the wishlist.
I'll work on the UV next.
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Awesome.
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You are AWESOME.
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Or is this an OS/filename issue, perhaps? I'm on OS X, and I already know that for some reason blender can't import textures when they're named exactly like S3PE spits them out ("S3_00B2D882_00000000_41D5382F1562C12E_defaultBlackSpecula_0x05314cdb2011373e%%+_IMG.png") – when I shorten the filename (I usually cut off a more or less random amount at the end), it works. But no amount of truncating or changing the filename seems to work for s3ascg import .. does it perhaps rely on a part of the filename that blender/OS X can't read? Or that gets truncated during export from S3PE (note how it says "Specula" there, not "Specular" – all of my s3ascg files are named like "S3_01D10F34_00010000_34A0A22309BB4DC8%%+MLOD_group00.s3ascg"; I have no idea whether there's anything missing there)?
This is OS X 10.5.8; I'm exporting with s3pe_0912-13-1729 and converting with S3ModlD V1.01 under WinXP.
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I have no idea how blender behaves under Windows: can you import a texture with a name like above? If you can and I can't, then it could really be something to do with the filename I think. The only reserved character under OS X is : though, so it would have to be the OS X version of blender that somehow doesn't like these names.
ETA: looked at the texture filename problem a bit closer – seems like there's a character limit as to what blender (my version at least) can use to address files with. See schreenshots below. I don't know if the s3ascg import tries to use strings that are even remotely this long, but I guess it's a possibility.
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Yes, I'm on 2.49.
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It does work! Sorry! Nevermind!
The problem was just that I didn't realise where scripts *actually* need to go under OS X, which is:
blender.app/Contents/MacOS/.blender/scripts/
That, and the fact that I appear to have a "Milkshape Ascii" script for some reason, and thought that must be yours since I had never noticed it before .. that's what wasn't working. *facepalm* Sorry.
I haven't tested very excessively yet, just quickly confirmed that it's working. Provided the user puts it somewhere where blender can see it. =P
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Open Terminal and type
defaults write com.apple.finder AppleShowAllFiles true (+ hit enter)
killall Finder (+ hit enter)
To hide them again:
defaults write com.apple.finder AppleShowAllFiles false (+ hit enter)
killall Finder (+ hit enter)
The latter is important … OS X is basically Unix, so when everything is unhidden so the user can trash it if they don't pay attention, things can go very wrong =).
I don't know if there is perhaps a more userland way of installing plugins for blender .. it seems like there should be, since poking around in the innards of apps and opening invisible directories is not something the user should normally do. I bet there is a shiny button somewhere in blender and I just don't know it.
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I would really appreciate a quite check to see if the UV looks okay for you and whether it is workable.
The new script is loaded at the top. Thanks
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e: hm it does say "0.1.2" in the source .. so I'll just assume it is =)
e2: just quickly tested one EA object, the uv seems to be top-down:
I've imported this before (the milkshape > obj way); I don't remember looking at the original UV but I haven't seen top-down ones before.
I'll test a little more .. will be right back.
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Also the UVs are flipped:
obj
s3ascg
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I'l have a look at the flipping. The crash seems strange as I'm just running the script from the script folder, but I will check it in any case.
Thank you both for having a look at this so quickly.
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I'm attaching the .blend file in case it helps you to figure out what exactly is wrong. Layers 1 and 3 have the one imported from s3ascg, layer 2 is from the obj.
e: also attaching the files i imported, for reference (0000.zip)
I haven't found any other problematic ones.
Do you have any recommendations what to test with? I checked a table, a chair, some lamps; all of them EA objects.
s3ascgimport-test_viccurtain.blend.zip (99.4 KB, 9 downloads) - View custom content | ||
412228 02-17-10 17:19 s3ascgimport-test_viccurtain.blend -------- ------- 412228 1 file |
||
0000.zip (57.3 KB, 11 downloads) - View custom content | ||
0 02-02-10 23:10 0000/ 34744 02-02-10 23:03 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD.lod 128 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block00.bnry 36 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block01.bnry 48 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block02.bnry 27600 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block03.bnry 4948 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block04.bnry 64 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block05.bnry 172 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block06.bnry 408 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block06.mtlsrc 648 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block07.bnry 1226 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block07.mtlsrc 680 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block08.bnry 1279 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block08.mtlsrc 48 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_block09.bnry 1364 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_cfg.mcfg 0 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_filebase.s3asc 190870 02-02-10 23:10 0000/S3_01D10F34_00000000_483F9BAB81523FBB_curtainVictorianLong%%+MLOD_group00.s3ascg -------- ------- 264263 18 files |
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I did however load this script from the .script folder, not using the editor. Cmomoney, do you have the full python installed?
Plasticbox, just the one you found that was wrong is great since it gives my a good one to test and debug with. Since the others seem to be okay so far I can look inside the .s3ascg files to see whether their UV strings has any obvious difference as a start.
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