New model utilities
Moderators: winston, another_commander
This page in the wiki shows how to do something similar in GIMP's bevel tool, plus the mirror trick too (thankfully without any smoke)
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- DaddyHoggy
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Thanks Thargoid - I think I may have seen that some time ago but had forgotten where - annoying that it was actually on the wiki! D'Oh!
Will have a play.
Thanks all.
Will have a play.
Thanks all.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
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Thats a really good tutorial, I think I might give that ago.Thargoid wrote:This page in the wiki shows how to do something similar in GIMP's bevel tool, plus the mirror trick too (thankfully without any smoke)
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Re: New model utilities
[quote="aegidian"]
Three Python scripts and three Mac OS X drag-n-drop applications generated from the scripts. The apps or scripts are used to convert models from one format to another.
[...]
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Nice work, Aegidian!
I am just trying to understand how to expand Oolite, and I started (of course) creating a (horrible) ship. I'm planning to learn more about OXPs.
Being a debian user, I had no problem using your scriptObj2DatTex.py.
A good idea would be to write a Wings3D pluggin to export a model to Oolite.
I mean, directly creating a .dat, .png and (part of) shipdata.list files. This would be useful for placing flashers and exhausts, for example. Or maybe a Blender pluggin. You know, pluggins in Blender are written using Python.
Three Python scripts and three Mac OS X drag-n-drop applications generated from the scripts. The apps or scripts are used to convert models from one format to another.
[...]
--------
Nice work, Aegidian!
I am just trying to understand how to expand Oolite, and I started (of course) creating a (horrible) ship. I'm planning to learn more about OXPs.
Being a debian user, I had no problem using your scriptObj2DatTex.py.
A good idea would be to write a Wings3D pluggin to export a model to Oolite.
I mean, directly creating a .dat, .png and (part of) shipdata.list files. This would be useful for placing flashers and exhausts, for example. Or maybe a Blender pluggin. You know, pluggins in Blender are written using Python.
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Re: New model utilities
Hi, Qfwfq, and first of all welcome to the boards, and of course to this great game!
But he is no longer involved in any development related to Oolite. However, we are still a thriving comOonity, because fortunately some other guys took over from him. Currently our lead developer and Supreme Grand Admiral is Ahruman, and he even has a Quite Grand Sub-Admiral or two.
Sadly our Master and Commander (aka Aegidian, aka Giles) has left his creation and these forums about two years ago. Although he does drop in occasionally, and therefore may see your acknowledgement.Qfwfq wrote:Nice work, Aegidian!
But he is no longer involved in any development related to Oolite. However, we are still a thriving comOonity, because fortunately some other guys took over from him. Currently our lead developer and Supreme Grand Admiral is Ahruman, and he even has a Quite Grand Sub-Admiral or two.
It's a Python script, for Python 2.x (the general version is not compatable with version 3.x). If you have Python installed, you can use it from a shell/DOS prompt (not a Python command line) on an .obj file generated by Wings3D or Blender etc to convert it into a .dat file that Oolite can read.aceshigh wrote:pardon me, but I do not understand how to use this dat2objtex tool... there is no documentation about it... its not even an executable file! (.py???)
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oh, I thought it was the inverse... dat to obj (i want to convert standart models to Sketchup, and then modify them on Sketchup and export back to Oolite)Thargoid wrote:It's a Python script, for Python 2.x (the general version is not compatable with version 3.x). If you have Python installed, you can use it from a shell/DOS prompt (not a Python command line) on an .obj file generated by Wings3D or Blender etc to convert it into a .dat file that Oolite can read.aceshigh wrote:pardon me, but I do not understand how to use this dat2objtex tool... there is no documentation about it... its not even an executable file! (.py???)
There are two scripts, one going each way Same comments apply to both though, as they're both Python scripts.
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The scripts are for Python 2.x, so don't go for a 3.x install (the link in the previous post is fine).
And then just stick the script file in the same directory as the obj or dat file you want to convert and from a dos/terminal/whatever prompt (depending on what flavour of OS you're using - but not a Python shell prompt) use either obj2dat.py <filename.obj> or dat2obj.py <filename.dat>. For O2D you should have the materials (.mtl) and texture file in the same place too, just to keep things simple.
You should then end up with a file that either Oolite or Wings3D etc can inhale, and a bit smile on your face
And then just stick the script file in the same directory as the obj or dat file you want to convert and from a dos/terminal/whatever prompt (depending on what flavour of OS you're using - but not a Python shell prompt) use either obj2dat.py <filename.obj> or dat2obj.py <filename.dat>. For O2D you should have the materials (.mtl) and texture file in the same place too, just to keep things simple.
You should then end up with a file that either Oolite or Wings3D etc can inhale, and a bit smile on your face
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You still can't find 'em? Not even by this link I posted earlier?
Capt. Slog, in case you're still flummoxed: right click the name of the script you want then 'save as' - you probably just want the .py scripts. The .app files are for macs only.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)