R Soul on 4/8/2019 at 12:08
As with any program with more than one feature, the trick is to start small and focus on the procedure for generating output. Once you know how to make a .bin file, you can then free up your brain for more interesting things. For Dark Engine objects there are many things in Blender's interface that you can ignore.
Anyway,
I've updated the addon to fix a bug with the texture loading when importing objects (it was only working when 'texture search' was enabled)
R Soul on 13/8/2019 at 22:32
Testing usually reveals most bugs, but putting things into practice also reveals things.
Update
Fixed bug for AI meshes that would interfere with multiple materials being assigned to a mesh.
Fixed bug with ILLUM being allowed in materials in the .e file, which causes an error with Meshbld which doesn't support that.
Update 2:
I've modified the script to call MeshUp to convert the mesh to v2, which allows transparency and illumination, but not via usual material properties. Instead we have to run MatTweak (another of Shadowspawn's tools) but the difficulty here is that it uses the console to ask for user input, one material at a time. Blender does have a console which the user can interact with, but by default it's turned off. The user can toggle it but I don't think it's good practice to rely on the user remembering to check that. I think I'll have it run MeshUp and then if any materials have transp or illum, use the status bar to tell the player to use MatTweak. I'd prefer it to be as 'one click' as possible but I suppose AI meshes with those material props are rare enough for it not to be a major problem.
Any opinions on the matter?
R Soul on 29/12/2019 at 14:36
Bump.
I saw a bug where vertex coords with very small values would be incorrectly interpreted.
e.g 0.000002 would be written to the temporary .e file as 2e-6, which BSP would interpret as 2.
Files:
(
https://github.com/RSoul82/Blender-NewDark-Toolkit)
The easiest way to update is as follows:
From the above link, go to Clone or Download, choose Zip.
In Blender, go to Edit > Preferences > Addons > Install and choose the downloaded zip as if it were a new addon. Existing files will be overwritten, and the config file will not be changed.
Once done, the downloaded zip files is no longer needed.
Derspegn on 7/1/2020 at 12:52
I haven't upgraded to Blender 2.8 and currently use 2.79.
Will the updated NewDark Toolkit work with 2.79?
R Soul on 8/1/2020 at 18:30
The one you found doesn't support objects with vhots. I'm not sure about sub-objects.
Bikerdude on 25/8/2020 at 20:21
What model types are supported for import/export and did you manage to fix the 64char limit..?
R Soul on 25/8/2020 at 20:40
import: .e files
export: .bin files
(Dark Engine)
The 64 char limit is to do with Material names, and that's down to Blender itself. It's only an issue for the TDM addon I wrote but that's a separate thing.