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Author Topic: There are an exporter for Blender (TVM and TVA) ?  (Read 8783 times)
mauricio.cunha
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« on: April 10, 2009, 07:38:25 PM »

Maybe I am the unique to quest it, but is possible make an exporter for Blender ?
If exists a specification of TVM and TVA format, where I found ?
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SylvainTV
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« Reply #1 on: April 11, 2009, 08:03:30 AM »

Nope, there is none unfortunately.
Nope TVM and TVA specs are not released. The formats re quite tied to the engine structure  for quick loading and not easy to write/read.
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Regards

Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com

TV3D IRC at http://chat.truevision3d.com or on server irc.truevision3d.com #Truevision3D. Come talk with us !
mauricio.cunha
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« Reply #2 on: April 11, 2009, 12:52:21 PM »

Nope, there is none unfortunately.
Nope TVM and TVA specs are not released. The formats re quite tied to the engine structure  for quick loading and not easy to write/read.

I use exporters created for single persons that received the specification of a file format (like blitz and .b3d format) and created excelents exporters for Blender.

The file format of TVA / TVM not is opened ?
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jviper
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« Reply #3 on: April 11, 2009, 01:34:39 PM »

No. Your better off exporting to .x from blender, then if you really want, save out to tva/tvm.
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JAbstract.....Don't just imagine, make it happen!
mauricio.cunha
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« Reply #4 on: April 11, 2009, 01:55:33 PM »

No. Your better off exporting to .x from blender, then if you really want, save out to tva/tvm.

Yes...yes...
But the standard exporter for .X file format of Blender have bugs.
WHen you use the exporter standard the final file dont is converted to TVA/TVM.
Anyway, I'll continue using this technique with the DirectX Exporter v3
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jviper
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Discipline in training


« Reply #5 on: April 12, 2009, 02:46:30 PM »

You're going to run into that poroblem frequently. You just have to find a good exporter. Problem is many 3rd party exporter scripts are just not written correctly, as if people are not checking the DirectX File format beore they start writing code (or they don't understand it).
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JAbstract.....Don't just imagine, make it happen!
mauricio.cunha
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« Reply #6 on: May 31, 2009, 06:07:46 PM »

Very strange...
The standard exporter of .x format works fine for TrueVision, but the TrueVision dont recognize the group names of .x file created.

Code:
    public void Initialize()
    {
        this.m_filename = BillyEngineFolders.Folder(BillyEngineFolders.CONST_BILLY_FOLDER_TYPE.eCBFTLevel) + this.m_scenename + "\\@map.x";

        if (System.IO.File.Exists(m_filename) == false)
        {
            throw new Exception("File " + m_filename + " not found !");
        }


        //material configs...
        m_mesh = m_scene.CreateMeshBuilder("cenario");
        if (this.m_filename.ToLower().Contains(".tvm")) m_mesh.LoadTVM(this.m_filename, true, true);
        if (this.m_filename.ToLower().Contains(".x")) m_mesh.LoadXFile(this.m_filename);
        m_mesh.SetShadowCast(true, true);
        m_mesh.SetMaterial(m_mesh_material);
        m_mesh.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
        m_mesh.SetShadowCast(true, true);
        m_mesh.SetPosition(0, 0, 0);
        m_mesh.SetCollisionEnable(true);
        m_mesh.SetBlendingMode(CONST_TV_BLENDINGMODE.TV_BLEND_ALPHA);

        if (m_mesh != null && m_mesh.GetGroupCount() > 0)
        {
            SetInternalObjects();
        }
    }

    private void SetInternalObjects()
    {
        for (int i = 1; i < m_mesh.GetGroupCount(); i++)
        {
            //nome always empty
            String nome = m_mesh.GetGroupName(i);
            Debug.Print(i + " ==> " + nome);
        }
    }
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SylvainTV
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« Reply #7 on: June 01, 2009, 06:50:54 AM »

That's really another problem.
Group names are currently not loaded from .X files.

We will add support for TVM exporters later on.
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Regards

Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com

TV3D IRC at http://chat.truevision3d.com or on server irc.truevision3d.com #Truevision3D. Come talk with us !
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