BZW exporter for blender, Released, complete!
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- Sergeant
- Posts: 250
- Joined: Wed Jan 05, 2005 3:12 pm
(grabbed the latest version from the SVN server - and I'm on blender 2.42-darwin)
I think this is a simple path error, but I've tried a few times to fix it so I thought I'd ask...
I tried using the "Edit Settings"s script as well as editing BZconfig.py directly. The attachment is a screenshot of my paths in blender.
Any other ideas?
I think this is a simple path error, but I've tried a few times to fix it so I thought I'd ask...
Code: Select all
Traceback (most recent call last):
File "<string>", line 1, in ?
ImportError: No module named BPyRegistry
Oops, can't get prefs file, please run BZWToolkit and click on Edit Settings
[1;34mStarting import of object type:-[0m options
[1;32mFinished importing options object:-[0m Options0
[1;34mStarting import of object type:-[0m world
Traceback (most recent call last):
File "<string>", line 48, in file_callback
File "/Users/grondin/.blender/scripts/bzflag/BZfileRead.py", line 267, in read
writer=module.importer(obj)
File "/Users/grondin/.blender/scripts/bzflag/world.py", line 36, in __init__
self.wallimage=Blender.Image.Load(BZconfig.bztexpath+'std_ground.png')
IOError: couldn't load image
Any other ideas?
- Attachments
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- Blender-paths.png (12.85 KiB) Viewed 7340 times
I just checked, and Blender doesn't understand ~.
You have just brought the point up though that there is no failsafe when blender cannot load standard textures. (more work)
Replace the ~ with the full path and delete bzflag/BZconfig.pyc
Restart Blender and it should work.
That has brought up the other point too, I should fully depreciate BZconfig for any user settings, as clicking apply in the GUI should be enough. (even more work)
I'll set to it right now.....
That look a bit disturbing too.
You have just brought the point up though that there is no failsafe when blender cannot load standard textures. (more work)
Replace the ~ with the full path and delete bzflag/BZconfig.pyc
Restart Blender and it should work.
That has brought up the other point too, I should fully depreciate BZconfig for any user settings, as clicking apply in the GUI should be enough. (even more work)
I'll set to it right now.....
Code: Select all
ImportError: No module named BPyRegistry
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- Sergeant
- Posts: 250
- Joined: Wed Jan 05, 2005 3:12 pm
Tried both
and
with the exact same erroras above. (I changed all three paths and I verified that the "data" directory does have the textures in it.)
Changing the path in Edit Settings had no effect at all.
Thanks for your work on this...
Code: Select all
BZFlag_texture_path='/"Mini HD"/Users/grondin/cvs-8-16-06/bzflag/data/'
Code: Select all
BZFlag_texture_path='/Mini\ HD/Users/grondin/cvs-8-16-06/bzflag/data/'
Changing the path in Edit Settings had no effect at all.
Thanks for your work on this...
Only on windows, he is using it as an escape character therefor only one.me1 wrote:you do know when using ""s, you need two of them
Right, erm, the whole string is allready quoted, so you shuldn't need to escape a space character. I'm turning on IRC as I post so find me there if you can't get it to work again.
Also I'm just about to upload the new svn version (couple more tests), no BZconfig at all, easier to setup.
That is how the twosided setting exports faces (I don't remember how it's set, but you can do it)JeffM2501 wrote:duplicate the faces in blender and reverse there facing.
then just export it. it'll be seen as 2 faces, but ...
HOWEVER, I would advise against it if at all possible, make a very very thin box instead, I have known the physics engine to trap tanks on 2 sided faces when their vertices have the same co-ords.
There is a new SVN snapshot, the last for Blender 2.44 and below.
Development is now in progress to get rid off all the depreciation warnings and bring the modules in line with the recent API changes.
There will also be a new export engine, that is more abstract from the Blender API, to allow 3rd party manipulation of objects between the export stage and the generation of the bzw file, without using Blender: This is primarily to allow me to create DrawInfo from exported meshs without being tied to Python for the output code generation.
Development is now in progress to get rid off all the depreciation warnings and bring the modules in line with the recent API changes.
There will also be a new export engine, that is more abstract from the Blender API, to allow 3rd party manipulation of objects between the export stage and the generation of the bzw file, without using Blender: This is primarily to allow me to create DrawInfo from exported meshs without being tied to Python for the output code generation.