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#81 |
Explorer
Join Date: Apr 2003
Location: France
Posts: 551
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Thanks alot ! Not easy to find back posts
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#82 |
Explorer
Join Date: Nov 2019
Location: Polska
Posts: 568
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Hey does this addon support Wad2?
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Chronicles Lara: "Whatever" |
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#83 |
Tomb Raider
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 11,970
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Is this addon still in works? I see latest changes are from 4 months ago.
I wanted to try and modify Horus Goddess' Lara outfit, but when I open my wad file I get this error: Code:
Python: Traceback (most recent call last): File "C:\Users\pmkko\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\wadblender\__init__.py", line 249, in execute return import_wad(context, self.type, options) File "C:\Users\pmkko\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\wadblender\__init__.py", line 103, in import_wad lara.main(materials, wad, options) File "C:\Users\pmkko\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\wadblender\lara.py", line 28, in main main_collection.children.link(col_lara) AttributeError: 'NoneType' object has no attribute 'children' location: <unknown location>:-1 Code:
LARA:Z:\WADMERGER\LARA.prk PISTOLS_ANIM:Z:\WADMERGER\PISTOLS_ANIM.prk UZI_ANIM:Z:\WADMERGER\UZI_ANIM.prk SHOTGUN_ANIM:Z:\WADMERGER\SHOTGUN_ANIM.prk CROSSBOW_ANIM:Z:\WADMERGER\CROSSBOW_ANIM.prk GRENADE_GUN_ANIM:Z:\WADMERGER\GRENADE_GUN_ANIM.prk SIXSHOOTER_ANIM:Z:\WADMERGER\SIXSHOOTER_ANIM.prk FLARE_ANIM:Z:\WADMERGER\FLARE_ANIM.prk LARA_SKIN:Z:\WADMERGER\LARA_SKIN.prk LARA_SKIN_JOINTS:Z:\WADMERGER\LARA_SKIN_JOINTS.prk LARA_SCREAM:Z:\WADMERGER\LARA_SCREAM.prk LARA_CROSSBOW_LASER:Z:\WADMERGER\LARA_CROSSBOW_LASER.prk LARA_REVOLVER_LASER:Z:\WADMERGER\LARA_REVOLVER_LASER.prk LARA_HOLSTERS:Z:\WADMERGER\LARA_HOLSTERS.prk LARA_HOLSTERS_PISTOLS:Z:\WADMERGER\LARA_HOLSTERS_PISTOLS.prk LARA_HOLSTERS_UZIS:Z:\WADMERGER\LARA_HOLSTERS_UZIS.prk LARA_HOLSTERS_SIXSHOOTER:Z:\WADMERGER\LARA_HOLSTERS_SIXSHOOTER.prk LARA_WATER_MESH:Z:\WADMERGER\LARA_WATER_MESH.prk LARA_PETROL_MESH:Z:\WADMERGER\LARA_PETROL_MESH.prk LARA_DIRT_MESH:Z:\WADMERGER\LARA_DIRT_MESH.prk CROWBAR_ANIM:Z:\WADMERGER\CROWBAR_ANIM.prk TORCH_ANIM:Z:\WADMERGER\TORCH_ANIM.prk HAIR:Z:\WADMERGER\HAIR.prk PICKUP_ITEM2:Z:\WADMERGER\PICKUP_ITEM2.prk EXAMINE1:Z:\WADMERGER\EXAMINE1.prk CROWBAR_ITEM:Z:\WADMERGER\CROWBAR_ITEM.prk BURNING_TORCH_ITEM:Z:\WADMERGER\BURNING_TORCH_ITEM.prk QUEST_ITEM1:Z:\WADMERGER\QUEST_ITEM1.prk PISTOLS_ITEM:Z:\WADMERGER\PISTOLS_ITEM.prk PISTOLS_AMMO_ITEM:Z:\WADMERGER\PISTOLS_AMMO_ITEM.prk UZI_ITEM:Z:\WADMERGER\UZI_ITEM.prk UZI_AMMO_ITEM:Z:\WADMERGER\UZI_AMMO_ITEM.prk SHOTGUN_ITEM:Z:\WADMERGER\SHOTGUN_ITEM.prk SHOTGUN_AMMO1_ITEM:Z:\WADMERGER\SHOTGUN_AMMO1_ITEM.prk SHOTGUN_AMMO2_ITEM:Z:\WADMERGER\SHOTGUN_AMMO2_ITEM.prk CROSSBOW_ITEM:Z:\WADMERGER\CROSSBOW_ITEM.prk CROSSBOW_AMMO1_ITEM:Z:\WADMERGER\CROSSBOW_AMMO1_ITEM.prk CROSSBOW_AMMO2_ITEM:Z:\WADMERGER\CROSSBOW_AMMO2_ITEM.prk CROSSBOW_AMMO3_ITEM:Z:\WADMERGER\CROSSBOW_AMMO3_ITEM.prk CROSSBOW_BOLT:Z:\WADMERGER\CROSSBOW_BOLT.prk GRENADE_GUN_ITEM:Z:\WADMERGER\GRENADE_GUN_ITEM.prk GRENADE_GUN_AMMO1_ITEM:Z:\WADMERGER\GRENADE_GUN_AMMO1_ITEM.prk GRENADE_GUN_AMMO2_ITEM:Z:\WADMERGER\GRENADE_GUN_AMMO2_ITEM.prk GRENADE_GUN_AMMO3_ITEM:Z:\WADMERGER\GRENADE_GUN_AMMO3_ITEM.prk GRENADE:Z:\WADMERGER\GRENADE.prk SIXSHOOTER_ITEM:Z:\WADMERGER\SIXSHOOTER_ITEM.prk SIXSHOOTER_AMMO_ITEM:Z:\WADMERGER\SIXSHOOTER_AMMO_ITEM.prk BIGMEDI_ITEM:Z:\WADMERGER\BIGMEDI_ITEM.prk SMALLMEDI_ITEM:Z:\WADMERGER\SMALLMEDI_ITEM.prk LASERSIGHT_ITEM:Z:\WADMERGER\LASERSIGHT_ITEM.prk BINOCULARS_ITEM:Z:\WADMERGER\BINOCULARS_ITEM.prk FLARE_ITEM:Z:\WADMERGER\FLARE_ITEM.prk FLARE_INV_ITEM:Z:\WADMERGER\FLARE_INV_ITEM.prk COMPASS_ITEM:Z:\WADMERGER\COMPASS_ITEM.prk GUNSHELL:Z:\WADMERGER\GUNSHELL.prk SHOTGUNSHELL:Z:\WADMERGER\SHOTGUNSHELL.prk GUN_FLASH:Z:\WADMERGER\GUN_FLASH.prk LARA_START_POS:Z:\WADMERGER\LARA_START_POS.prk ANIMATING16_MIP:Z:\WADMERGER\ANIMATING16_MIP.prk BINOCULAR_GRAPHICS:Z:\WADMERGER\BINOCULAR_GRAPHICS.prk TARGET_GRAPHICS:Z:\WADMERGER\TARGET_GRAPHICS.prk Last edited by Caesum; 04-07-21 at 08:14. |
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#84 |
Archaeologist
Join Date: Feb 2008
Posts: 1,084
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Hello! This thread has been quiet for a while, but I figure it can't hurt to ask nevertheless
![]() I have run into troubles trying to import enemy NPCs into WadTool that were imported into Blender using WadBlender. For context: WadTool offers for NPCs two different options to import meshes: Import Mesh, which allows to replace single meshes and Replace Model, which allows to replace the model in its entirety, all meshes at once. I was hoping it would be possible to replace the usual workflow (which is exporting enemy models from WadViewer as .3ds, importing into Blender 2.73a, save as .blend, open the file with the latest version of Blender and from there export as .obj) by importing the NPC models directly into Blender using this wonderful addon, but when exporting the model as .obj the resulting file can't be imported correctly into WadTool. It looks like some of the meshes get erroneously split into several parts (for instance the foot mesh of the mummy model got split up into two separate meshes) and WadTool shows the error message that the mesh count in the imported model is higher than that of the model it's supposed to replace (while in Blender the mesh count was the same). I was just going through the import / export process to test the workflow and did not actually modify the model (except for removing the armature). Here's a really very short youtube video showcasing the old WadViewer workflow: https://www.youtube.com/watch?v=knrsNBLhc3E I've tried to adapt the above workflow for WadBlender in the following manner: - import model into Blender using the Chose Object option (without animations) - apply all transforms and the armature modifier - delete armature - snap all meshes to the center of the grid (as shown in the video) - export as obj I guess it's not a desperate issue, since there is a (mostly) working method for Blender users to modify enemy models, but it certainly would be a lot more convenient if we could utilize WadBlender instead. |
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#85 | |
Hobbyist
Join Date: Dec 2020
Posts: 52
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If there's only LARA_SKIN you need to choose the LARA_SKIN object from the choose object menu. 'import full Lara model' works only when LARA, LARA_SKIN and LARA_SKIN_JOINTS and are present. Last edited by Bergus; 04-08-21 at 10:21. |
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#86 | |
Hobbyist
Join Date: Dec 2020
Posts: 52
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EDIT: by the way, I did some bug fixing and auto-mapping of Lara skin joints so that custom outfits should be imported correctly. It needs some test though. There's a threshold so that if two vertices from let's say the knee and the thigh are close enough they will be connected. I'm not sure whether this threshold (5 mm) is ok for all outfits. Last edited by Bergus; 04-08-21 at 09:35. |
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#87 | |
Archaeologist
Join Date: Feb 2008
Posts: 1,084
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Thank you very much, Bergus, for both the update and offering to look at my issue!
![]() ![]() From what I've seen it's rare for an outfit to have gaps larger than one unit (that's 1,95 mm at WadBlender default scale, right? I'm not good at math ), so I figure 5 mm would be enough to cover even worst case scenarios. Quote:
The outfits without any gaps animated perfectly with everything staying in place. This is amazing and will be incredibly helpful for building outfits since now we can check how well custom joints deform during animations (or if they collapse in unfortunate ways, etc.) There was no quick and convenient way to do this before. A million thanks for this! The outfits that did not line up perfectly also animated well, though the gaps between skin and joints became wider during some animations. (edit: on further inspection it was actually just one particular outfit and one particular joint that had the issue of the gap getting wider during animations, so I think it's more that this one specific outfit / joint are broken somehow, because it was just a regular 1 unit gap and thus well within the 5mm limit, so it should have animated fine like the other joints with gaps but didn't) I'd like to stress that I'm just mentioning this for the sake of accurately reporting my findings, not because I think it is an issue that needs fixing! It is the outfits that need fixing. Which would bring me to a potential request: for the purpose of outfit building, would it be possible to implement the option to import skin and joints together in one step, but without rig? Again not something that is desperately needed, since we can import the full Lara model and delete the rig ourselves, just more convenient, since I assume this plugin is going to be used for outfit building a lot. (Please disregard if it would be much work to implement just so outfit builders can be lazy ![]() And last a bug report: When testing the outfits above I found the invert normals function to not work correctly. When the option is un-ticked, it works as intended and both skin and joints have inverted normals (pointing to the inside of the model) in Blender, but when the option is left ticked only the joints get imported with their normals pointing outwards, while the meshes for the skin remain unaffected and still have their normals pointing inwards. Last edited by not again!; 04-08-21 at 16:59. |
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#88 | |||
Hobbyist
Join Date: Dec 2020
Posts: 52
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#89 | |
Hobbyist
Join Date: Dec 2020
Posts: 52
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Last edited by Bergus; 07-08-21 at 15:37. |
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#90 | ||
Archaeologist
Join Date: Feb 2008
Posts: 1,084
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^^ Thank you very much for looking into the issue!
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The skin parts in question (upper and lower arm) are very close together - at the backside they are just one unit apart, leaving not much room for the joint. Quote:
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