harag-on-steam / se-blender Goto Github PK
View Code? Open in Web Editor NEWBlender tools to create blocks for Space Engineers
Home Page: http://harag-on-steam.github.io/se-blender/
License: GNU General Public License v2.0
Blender tools to create blocks for Space Engineers
Home Page: http://harag-on-steam.github.io/se-blender/
License: GNU General Public License v2.0
I started adding Levels of details to my models. At first everything seams ok, xml includes information about LOD, mwm file with _LOD is generated but for some reason game is not using them. I tried everything that came to my mind, and can't figure out why is this happening. Did you have any problem with it? Or is there some step that I'm possibly missing?
Btw. thank you for this awesome add-on to Blender!
Doesn't appear to be compatible with 2.80, any chance of an update? The new 2.8 interface is sexy stuff ๐ฅ
Medieval Engineers and thus the VRage engine supports PBR textures. Allow to model that in Blender.
A possible way to do this might be to switch to Cycles and provide two node groups, one for DX9 textures and one for DX11 PBR textures. Take the image-paths from the input sockets of those groups.
I get this error while trying to load your plugin in blender 2.77. If I drop the plugin in the plugins folder, itll give the same error when trying to select it from the list.
Trying to upload an image of the long error message. It references 3 python files and then ends with InputError: no module named 'requests'
I tried looking for a solution online, and this error seems to need another library in python that it doesnt come with for "requests", but adding that library then just makes blender immediately crash when the plugin is selected.
The same thing happens in Blender 2.76. In 2.72, it just crashes.
According to Keen's texture converter tool SE uses this set of input channels:
albedo
(RGB, sRGB) as defined by PBRmetal
(single, sRGB) as defined by PBRgloss
, (single, linear) the inverse of roughness
, also PBRnormal
(RGB, linear) standard normal mapao
(single, sRGB) ambient occlusionemissive
(single, sRGB) emissive intensity, color is taken from albedodirt
(single, sRGB) unknown use, defaults to full intensitycolormask
(single, sRGB) masks recolorable parts of a texturealphamask
(single, linear) masks opaque parts of a texture, not all intensity levels are used in all situations. Decals do full blending but by default materials are either completely opaque > 0.5 or completely transparent < 0.5. For decals the other channel also get alpha-premultiplied by this channels, for default materials this doesn't happen.The channels are packed into .dds textures (RGBA):
cm
is [albedo, metal] (BC7, sRGB)ng
is [normal, gloss] (BC7, linear)add
is [ao, emissive, dirt, colormask] (BC7, sRGB)alphamask
(BC4, linear)The Dx11 shader node the addon provides already has inputs for the original channels. Allow to switch the texture-slots of a material into a mode that has the individual channels as file slots instead of the combined final textures.
In this mode the addon expects the source images in a different format than .dds and derives final texture-filenames from those. A decision is needed how to handle situations like basename1_color
, basename2_metal
โ basename?_cm
should be handled.
An added bonus would be to initiate the texture conversion directly from Blender instead of going through Keen's texture converter.
I'm a bit late to the party, but I am having an issue installing the addon to Blender. I downloaded the necessary version of Blender but still when I try to install the addon, simply nothing happens. No error code or processing, nothing. Then when I search for the addon name nothing shows up.
SE loads textures relative to a mod's base-path and additionally relative to <SE>\Content
.
In principle that also works for absolute paths and paths that are no subpaths of the two base paths. But this is inherently non-portable because the mod author has no control over such paths on a client system. Because it will almost certainly cause texturing errors, when calculating texture paths report resulting paths that begin with <Letter>:
(absolute) or ..
(relative but no subpath) as errors.
A .mwm file can have a list of name-distance pairs that tells the game at which distance from the player to switch to another model. There is also a filter to tell the game if a level-of-detail should be rendered with the current graphic performance profile.
Provide UI for that. Probably a master-detail view similar to texture slots.
Export the list to the parameter.xml for MwmBuilder.
Here's just a simple little test:
I imagined that entering "${BlockPairName}_${CubeSize}" into the Large and Small custom SubtypeId fields should result in the same output as not having "use custom SubtypeIds" selected at all. But instead, the {label} fields are not parsed into their corresponding identifiers and instead remain as the strings "${BlockPairName}" which causes further problems down the line.
Interactable terminal handles and other dummies for conveyors, connectors, landing gear, etc. are best represented as a box with an empty-size of 0.5. Provide a quick way to set those up. Maybe also provide a way to choose from a list of predefined dummy names.
As of 2016/03 the game only has a PBR renderer (commonly know as "Dx11"). The previous renderer ("Dx9") is no longer supported.
Could you please add support for the 'Decal' technique for textures on export?
I'm not overly sure what the difference is between this and Alpha-Mask but I do know that using Alpha-Mask on Decal textures causes them to render very strangely in the holo preview when placing blocks.
Is Blender sending unicode/UTF-8 and the importer is expected the system charset or is this internal to the importer?
MwmBuilder happily converts models that have objects without an UV-map. But Space Engineers cannot load such models. Report such models on export with an error.
Consider to also warn about meshes where some faces are not properly mapped (all UV-coordinates of the face's vertices are at (0.0, 0.0))
temporary solution is to use older version of mwmbuilder
Currently objects will be missing materials on export if they partly consist of other duplicated objects and those objects are not selected by the export graph.
This would require to check the dupli settings of an exported object and then to recursively gather materials from the duplicated objects. The most straightforward to gather should be dupli-groups.
How does Blender's .fbx exporter handle this?
Hi, I currently dont own photoshop CS or CC, only elements 14. I'd like to know if I can texture with Paint.net somehow, If not is there a way to do it with elements or some other free product?
in the left-hand port under "Create" there is no Space engineers menu... I have tried re-launching blender, moving all the havok tools to the havok menu, and I know I hit the save button
Havok expects mesh-objects that have all world-transformations already applied to them. Blender's Bullet physics-engine expects the opposite and will draw the green rigid-body wireframes at the wrong location when transforms are applied.
This is highly confusing to first-time users because if it looks right in Blender it will be wrong in Space Engineers and vice versa.
Possibly find a way to automatically apply transforms when running a Havok export-node.
Currently the addon assumes the .blend file is located in the base folder of a SE mod. Models are placed in a folder Models/
with no option to organize them into further subfolders. Same for Textures\
.
This is fine for most mods that only contain a few blocks but can get confusing for mods with a lot of blocks that all have large and small versions, construction models and LOD models.
Players often want to use a large block model with their small ship grids. This option would automate the export for that.
Necessary changes:
ExportSettings
, SESceneProperties
, DATA_PT_spceng_scene
)
mount_point_definitions()
or its callers)
BlockExport
, BlockDefinitionNode
, MwmFileNode
).Under circumstances unknown Blender sometimes creates a Blender Render texture slot with a texture named "Tex" that is of type None
. In order for materials to work in SE there needs to be at least one texture of type Image
in a texture slot. But because there already is a texture the addon assumes the user knows what he's doing and doesn't create its dummy image texture. This results in MwmBuilder not finding any materials on the meshes and black textures in the game.
Implement an additional check to see if the existing texture slots have at least one texture of type Image
to decide if the dummy texture is necessary or not.
Using blender 2.79 causes all models to export with a scale of x100 this can manually be fixed by either using 2.78c to export, or adjust the scale factor on the mwmbuilder object
Currently the shader node-group that renders DirectX 11 textures produces some undesired rendering artifacts when both the color and alpha output of the same image-texture node are connected to it.
It seems Blender does not expect that several, unrelated image channels are contained in one image file and premultiplies the color output if the alpha output is used. That might be the cause for the rendering artifacts.
[1] forum-link with further details about the shader setup.
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