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Automatically exported from code.google.com/p/torchlight-to-blender
1. What steps will reproduce the problem?
1.1 file -> user prefs dialog -> addons tab -> import/export category
1.2 attempt to check-mark "Import/Export:Torchlight MESH format"
2. What is the expected output? What do you see instead?
2.1. expecting check-mark in check-box, but instead check-box remains un-checked
3. What version of the product are you using? On what operating system?
3.1 Blender 2.62 on Win7
4. Please provide any additional information below.
4.1 scripts location is = "D:\Blender 2.62\2.62\scripts\addons\io_mesh_TL\"
4.2 I inputted the changes to __init__.py file (about location of
ogrexmlconverter) as instructed.
4.3 Python version is 2.7, located in = "D:\Python27"
This is Phanjam - pls help me o' great Dusho! T_T
Original issue reported on code.google.com by [email protected]
on 4 Sep 2012 at 11:43
Plugin can be used to direct opening mesh.xml files, but in this case (by
default) after open deleting it.
Attached patch disable deleting xml file when not run OgreXmlConverter to
produce it and fix *.xml filtering in "open" dialog.
Original issue reported on code.google.com by [email protected]
on 18 Dec 2014 at 12:37
Attachments:
ShapeKeys are not imported in blender
Original issue reported on code.google.com by [email protected]
on 18 Aug 2011 at 8:23
What steps will reproduce the problem?
1. Follow the instructions on the home page, using Ogretools 1.7.2
2. set OGRE_XML_CONVERTER =
"B:\Files\TLImport\OgreCommandLineTools_1.7.2\OgreXmlConverter.exe"
3. Run the plugin from Blender.
What is the expected output? What do you see instead?
What is supposed to happen is that the model gets imported. Instead, the
program aborts because it cannot find the XML File.
What version of the product are you using? On what operating system?
Windows 8, Blender 2.66
Please provide any additional information below.
If I run OgreXmlConverter.exe manually, it generates the proper XML files and
the program imports the model like it's supposed to.
Original issue reported on code.google.com by [email protected]
on 2 Apr 2013 at 9:30
Translation of bones for animation frames seems to be applied in wrong
coordinate system or some transformation is missing
Original issue reported on code.google.com by [email protected]
on 23 Jan 2011 at 2:37
Plugin use lower() method on opening file path - it's not good for
case-sensitive filesystem.
Original issue reported on code.google.com by [email protected]
on 18 Dec 2014 at 12:41
Attachments:
What steps will reproduce the problem?
1. Try to import media\LEVELSETS\VAULT\VAULT_CHAINS_02.MESH
What is the expected output? What do you see instead?
I expect materials to be loaded, but no materials are loaded
What version of the product are you using? On what operating system?
Windows 7 64 bit
Please provide any additional information below.
I fixed the problem myself by changing line 1051 from "if ".material" in
filename:" to " if ".MATERIAL" in filename:".
I'm guessing this is an issue with case sensitivity in file extensions.
Original issue reported on code.google.com by [email protected]
on 24 Feb 2015 at 1:35
line 97:
#self.flipMat = Matrix(((1,0,0,0),(0,0,1,0),(0,1,0,0),(0,0,0,1)))
#the above line has an error - see line 4391 of io_export_ogreDotScene.py where this error was corrected:
self.flipMat = Matrix(((1,0,0,0),(0,0,1,0),(0,-1,0,0),(0,0,0,1)))
Without this correction, there are distortions to the avatar when animated.
Original issue reported on code.google.com by [email protected]
on 24 Oct 2013 at 8:25
When in mesh.xml file is:
<vertexbuffer colours_diffuse="False" texture_coords="1" positions="true"
normals="true">
torchlight-to-blender no importing texcoord from mesh file.
Attached patch also fixes "list index out of range" on vcolors related to
colours_diffuse="False" attribute
Original issue reported on code.google.com by [email protected]
on 18 Dec 2014 at 12:30
Attachments:
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