| Multiverse exporter | |
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zoot686 Foundation Donor
Posts : 78 Join date : 2012-02-15 Location : USA
| Subject: Multiverse exporter Mon 27 Feb - 2:54 | |
| I just found out that deleD (a "free" 3d graphics program) has a native multiverse exporter plugin. Purportedly it exports directly to a chosen asset repository, in .mesh format, all bundled up and ready to roll. If you're interested here's a link to the deleD website. http://www.delgine.com/ | |
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Tristan Administrator
Posts : 306 Join date : 2011-08-03 Location : Liverpool, UK
| Subject: Re: Multiverse exporter Mon 27 Feb - 3:09 | |
| - zoot686 wrote:
- I just found out that deleD (a "free" 3d graphics program) has a native multiverse exporter plugin.
Purportedly it exports directly to a chosen asset repository, in .mesh format, all bundled up and ready to roll.
If you're interested here's a link to the deleD website. http://www.delgine.com/ Yeh, I've been using that recently. It's an excellent program, and the fact that it has a multiverse exporter is brilliant! Unfortunately, it doesn't natively export animations yet, though that is on the not-too-distant roadmap, so you'd have to animate your models in something like Blender. I've already copied the Deled tutorials over to our Wiki, so it's easier to access. | |
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zoot686 Foundation Donor
Posts : 78 Join date : 2012-02-15 Location : USA
| Subject: Re: Multiverse exporter Mon 27 Feb - 4:29 | |
| well, the tiny bit of animating I've done so far, I've done using Milkshape3D.
unfortunately, i just can't seem to export anything that multiverse will use............so far anyways | |
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Tristan Administrator
Posts : 306 Join date : 2011-08-03 Location : Liverpool, UK
| Subject: Re: Multiverse exporter Mon 27 Feb - 4:34 | |
| Well from what I remember, there is an Ogre .mesh exporter for Milkshape. You'd then import the .mesh and .material into the asset repository using the Asset Importer, ensuring you include all relevant addons (skeletons, etc)
But I could be wrong - I last used Milkshape a few years ago, and they might have dropped support for it.
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zoot686 Foundation Donor
Posts : 78 Join date : 2012-02-15 Location : USA
| Subject: Re: Multiverse exporter Mon 27 Feb - 12:58 | |
| multiverse complains about a missing serializer when I use the ogre exporter in Milkshape
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Multiverse Plugin/Exporter and Win7 saving issue Tue 28 Feb - 18:57 | |
| I am trying to export some of my scenes/models using the Multiverse plugin for DeleD, but I'm getting an error saying it cannot create the mesh/file. I have DeleD installed in the Win7 (64bit) programme directory as expected, but have heard of certain 'permission' issues, similar to Vista, when writing files. Anyone else experiencing this problem? | |
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Tristan Administrator
Posts : 306 Join date : 2011-08-03 Location : Liverpool, UK
| Subject: Re: Multiverse exporter Tue 28 Feb - 19:37 | |
| Hi Andrew,
From what I understand, you need to export it into an asset respository. The exporter needs various repository folders, to put the required files in, such as Asset files, the mesh, materials, the texture, and so on.
If you download/have downloaded the SampleWorld assets, that is the correct repository structure. In the exporter, set the Asset Repository field to (for example) C:/Users/Andrew/Multiverse/media/sampleworld - it will then put the files into the appropriate places. When setting up the install of the Multiverse platform files, it will create the necessary structure | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Wed 29 Feb - 5:03 | |
| Hi Tristan,
I was exporting from DeleD, which by any other programme, will simply create the file(s) in a designated folder. Unless the DeleD exporter plugin is expecting a nest of folders already created in advance and you simply designate the header folder from the plugin page?
Are you saying I create a hiarchy of folders for my model deckchair, then export to the top folder? | |
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Tristan Administrator
Posts : 306 Join date : 2011-08-03 Location : Liverpool, UK
| Subject: Re: Multiverse exporter Wed 29 Feb - 6:26 | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Thu 1 Mar - 20:06 | |
| You may find this useful info. http://www.delgine.com/forum/viewtopic.php?t=4604 I did create all the folders in the sample world root, but seems you only need a couple. At least that gives me a solid workflow which worked. Except that when I use the Model Viewer, the model is untextured. I have exported from DeleD using DDS formats, but still the same. | |
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Tristan Administrator
Posts : 306 Join date : 2011-08-03 Location : Liverpool, UK
| Subject: Re: Multiverse exporter Thu 1 Mar - 21:22 | |
| I looked at pjd's reply on the Delgine forums, and I noticed he said you need to add Meshes and Asset Definitions.
You also need to add a Textures folder, as this is where the DDS file will be put. The Asset Definition file (.asset) will then call the .dds from the Textures folder.
Hope that works for you! | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Multiverse exporter Fri 2 Mar - 2:58 | |
| You would also need a materials folder where the .material files would be stored. The .material files link a material name to the texture file. | |
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Tristan Administrator
Posts : 306 Join date : 2011-08-03 Location : Liverpool, UK
| Subject: Re: Multiverse exporter Fri 2 Mar - 3:01 | |
| - delurin wrote:
- You would also need a materials folder where the .material files would be stored. The .material files link a material name to the texture file.
Oh yeh, and that of course | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Fri 2 Mar - 12:36 | |
| I thought you may say that... I prempted that reply and already created every folder under the sun, and the DDS format textures, as shown above. | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Multiverse exporter Fri 2 Mar - 13:44 | |
| Can you post DeskChair2.material file contents | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Fri 2 Mar - 19:06 | |
| This is the contents of the .material file:
material DeckChair2_LightMapped3 { technique { pass { texture_unit { texture Canvas.jpg filtering trilinear } texture_unit { texture DeckChair_LightMap1.bmp colour_op modulate tex_coord_set 1 tex_address_mode clamp filtering linear linear none } } } }
material DeckChair2_beachsand_with_shells { technique { pass { texture_unit { texture beachsand_with_shells.dds filtering trilinear } } } }
material DeckChair2_material28 { technique { pass { texture_unit { texture Canvas.dds filtering trilinear } } } }
material DeckChair2_material29 { technique { pass { texture_unit { texture dcmap_zanotta_leonardo_1.dds filtering trilinear } } } }
material DeckChair2_material30 { technique { pass { texture_unit { texture zinc01.dds filtering trilinear } } } }
As you can see, apart from the lightmapping not being the correct format, everything else is correct. | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Multiverse exporter Sat 3 Mar - 3:07 | |
| The material files look fine, when you click on a submesh in the model viewer the texture name should appear at the bottom left under material does it say one of the materials listed in your material file? Can you post what it says? Also try typing in one of the material names into the box such as DeckChair2_beachsand_with_shells and see if the mesh is then textured
(Incidentally the material name convention in multiverse is the meshname.material name instead of meshname_material but I do not think it is required to be that way the only requirement that I know of is that it must be unique which would cause the model viewer to crash if it was not) | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Sat 3 Mar - 9:46 | |
| Having loaded the model, and clicked on various sub-meshes, the texture name is correct but in a red font, which according the the website, means it cannot find the material/texture. I copied the textures into virtually every subfolder, which is a shot in the dark, if they are not referenced correctly in the materials file. I am perplexed as many say they have used the DeleD exporter plugin without issue. | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Multiverse exporter Sat 3 Mar - 9:57 | |
| If it is in red it means that the material name cannot be found if a texture is missing it posts a message in the log file saying it could not be found. The material name on the mesh has to be exactly the same as the one in the material file. Did you try copying DeckChair2_beachsand_with_shells and pasting that into the material box to see if anything showed up?
My guess is there is a slight difference in the material file and the expected material name. More than likely it is looking for DeckChair2.beachsand_with_shells but that is a guess. | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Sat 3 Mar - 12:31 | |
| I have tried pasting every material to its corresponding sub-mesh.
I have read that others have used the DeleD exporter plugin without issue, perhaps this was long ago when things were different, however, in order for me to contribute, there must be a short workable workflow. I have many complicated scenes already produced using DeleD, that would require a lot of reworking, to use another route. Already, the lack of support for JPG, PNG and BMP formats, will cause me a lot of work.
If you have DeleD, I can send you the orginal file and textures.
I know I can export cleanly from 3DMax via the OpenCollada export plugin I have, but getting a working mesh into 3DMax from DeleD is problematic, and the meshes have to be very simple. I do know however, that the OGRE .mesh .material .skeleton exporters all work flawlessly, from DeleD. | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Multiverse exporter Sat 3 Mar - 12:44 | |
| You can send me the converted model at myname@gmail.com and I can take a look. You should be able to use jpg,png or bmp but they will take up more graphics memory (this is true with any game engine and why most places use .dds) we use a batch converter to convert the files to .dds and a simple python script to change the material files to handle .dds so it really shouldnt add much time to your import. | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Sat 3 Mar - 20:54 | |
| Hi, I sent 2 emails.. one has the message and the intent, the 2nd, has the attachment I forgot in the first. | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Multiverse exporter Sun 4 Mar - 2:25 | |
| Interesting I have no problem seeing the textures so it doesnt look like it is an import problem. Look in document/multiverse tools/logs can you post the modelviewer.log? And can you tell me what you are running it on? OS, Graphics Card, Directx version etc. One other quick check make sure your designated repository is the parent folder to the meshes so that it includes all of the subfolders | |
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AWM Mars Well-Known Member
Posts : 78 Join date : 2012-02-23 Location : Wiltshire, United Kingdom
| Subject: Re: Multiverse exporter Sun 4 Mar - 8:01 | |
| In the previous screenshots you can see the hiarchy of folders, and also in the ZIP file. Rather than email, and or copy/paste, here is the viewer log file: Viewer Log 2Also my basic system details Hope that helps. | |
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Delurin Head of Platform Development
Posts : 424 Join date : 2011-08-03
| Subject: Re: Multiverse exporter Sun 4 Mar - 8:56 | |
| It looks like you have a small theater repository it does not look like the files are in that repository or at least the material files. | |
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