Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - lppena

Pages: 1 ... 17 18 [19] 20
271
If export scripts are doable why wouldn't the ability to create import scripts be undoable in a future release?

272
Thanks for the web links Raxx I'll check in to it when I get to work. Hopefully, that'll do the trick for WIN ME. Leroy.

273
I run Windows ME but the ASL editor won't run the program. Any suggestions for alternatives to checking the syntax used by Anim8or? Thanks. Leroy.

274
Thanks Kreator. I have Windows ME on an old Laptop at work. I eventual plan to replace it as funds become available to upgrade to a newer system, but for now it keeps me occupied and Anim8or runs okay under ME. It's just the newer written software that won't run on such an old OS. Thanks again. Leroy.

275
ASL Scripts / Anyone know where to get a copy of ASL Editor vrsion 2?
« on: March 16, 2012, 10:52:24 am »
I have version 3.5 but it won't run under Windows ME. Will version 2 run under ME? Thanks Leroy.

276
ASL Scripts / Re: Let's add a section for using the ASL Editor.
« on: March 15, 2012, 10:41:01 pm »
Ok, so I think I was in error in assuming BZII used the .x file. It uses a specific type of .xsi instead, correct? All I did was make a stable .x exporter that 3DEX and Truespace can use?

Looking at the sample code you posted, it shouldn't be too hard for me to turn around and build an all-in-one .xsi exporter so that you don't have to use any program except Anim8or to get the models into BZII. You can't export animations but at least static models are possible. If that's all you need then give me a day or so and I'll have the solution for you. In the meantime I'll put the .x exporter in the ASL database and advertise it as a better version with fixes :P

Thanks Raxx's, that would be totally cool. BTW, I hope you don't mind, but I setup an Anim8or forum on my own modeling forum, and uploaded your BZII X exporter plugin for other members to download. If you have time and BZII XSI exporter would be awesomely useful to BZII model makers, but I don't want to impose on your good naature too much. I plan to add some A8 tutorials in the future and thanks again for your kind offer. Leroy.

277
I love the simplicity and functionality of Anim8or for modeling hobbyist like myself. I plan to post links to Anim8or related web sites and do more as I learn more about using A8. Tutorials may get posted on both forums as I become more familar with A8. I just want to say thanks for allowing me to become a member of this community. Leroy.

278
ASL Scripts / Re: Let's add a section for using the ASL Editor.
« on: March 15, 2012, 09:45:19 pm »
You're welcome. I'm sorry if it seemed I was rushing you, it's just because I've got a lot to do in very little time so I try to wrap things up that can be wrapped up ;)

I don't really have much knowledge of ASL itself (or any language, for that matter). It's mostly just my dabbling in a dozen or so languages in the past that helps me pick up, use, and discard whatever scripting language I have to deal with to get whatever results I need at the moment. I'm currently working on a spur gears script in my free time (I love gears), and then I probably won't touch ASL for another year or so :P

But I'm glad you like Anim8or, and I look forward to seeing some contributions either in scripts or art!

Now that Anim8or makes some sense to me I plan on using for a very long time. To me the simpler modeling software is the better. I'm a total idiot when it come to more complicated modeling software. I really appreciate your help with the X exporter. Leroy.

279
ASL Scripts / Re: Let's add a section for using the ASL Editor.
« on: March 15, 2012, 08:49:25 pm »
Ok, fixed that up. Original .x script exported with commas instead of semicolons. Those error messages should go away now.

Attached below

Wow...thank you Raxx I'm totally grateful for your assistance. I'll get the new script and replace the previous version. Thanks again and I'll post the results. With your knowledge you should really post some ASL editing tutorials for us to learn from. I'm totally hooked on Anim8or now and look forward to eventually making some contributions to the forum as I learn more about A8. I've never come across a modeling software with the features found in A8. Thanks again for taking the time to help out a total noob like me. Leroy.

Update: That did the trick and got rid of any errors in 3DEX. Thanks Raxx you're quite a talented person and I'll begin working on linking the objects in Truespace as BZII needs the model parts linked together a certain way using hierarchal structure. However, I can use Anim8or to create the geoemtry for the models and import those in to Truespace to  link objects the way the BZII game engine needs to have parts connected together.

How do feel about writing an XSI exporter for Anim8or? I have some sample XSI cube models that like use the same basic X format uses a text based layout. I think your modified BZII X script might work for an XSI version.  Here's a sample of a cube convert from your BZII X exporter to XSI using 3D Exploration to convert it to BZII XSI.
Code: [Select]
xsi 0101txt 0032

SI_CoordinateSystem coord {
  1;
  0;
  1;
  0;
  2;
  5;
  }

Frame cube01 {
     FrameTransformMatrix {
  1.000000,0.000000,0.000000,0.000000,
  0.000000,1.000000,0.000000,0.000000,
  0.000000,0.000000,1.000000,0.000000,
  -0.642227,-0.270071,0.550837,1.000000;;
   }
  Mesh cube01_mesh {
     8;
    -10.187110;-16.632017;10.187110;,
    10.187110;-16.632017;10.187110;,
    10.187110;16.632017;10.187110;,
    -10.187110;16.632017;10.187110;,
    -10.187110;-16.632017;-10.187110;,
    -10.187110;16.632017;-10.187110;,
    10.187110;16.632017;-10.187110;,
    10.187110;-16.632017;-10.187110;;
   
     12;
    3;1,2,0;,
    3;2,3,0;,
    3;5,6,4;,
    3;6,7,4;,
    3;3,5,0;,
    3;5,4,0;,
    3;7,6,1;,
    3;6,2,1;,
    3;2,6,3;,
    3;6,5,3;,
    3;4,7,0;,
    3;7,1,0;;
   
    MeshMaterialList {
      1;
      12;
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0,
      0;
      SI_Material {
        0.878431;0.878431;0.878431;1.000000;;
        0.200000;
        1.000000;1.000000;1.000000;;
        0.000000;0.000000;0.000000;;
        1;
        0.000000;0.000000;0.000000;;
        TextureFilename {
          "Raxxcube_0.bmp";
        }
      }
    }
   
    SI_MeshNormals {
      6;
      0.000000;0.000000;1.000000;,
      0.000000;0.000000;-1.000000;,
      -1.000000;0.000000;0.000000;,
      1.000000;0.000000;0.000000;,
      0.000000;1.000000;0.000000;,
      0.000000;-1.000000;0.000000;;
     
      12;
      0;3;0,0,0;,
      1;3;0,0,0;,
      2;3;1,1,1;,
      3;3;1,1,1;,
      4;3;2,2,2;,
      5;3;2,2,2;,
      6;3;3,3,3;,
      7;3;3,3,3;,
      8;3;4,4,4;,
      9;3;4,4,4;,
      10;3;5,5,5;,
      11;3;5,5,5;;
    }
   
    SI_MeshTextureCoords {
       4;
      1.000000;-1.000000;,
      1.000000;0.000000;,
      0.000000;-1.000000;,
      0.000000;0.000000;;
     
      12;
      0;3;0,1,2;,
      1;3;1,3,2;,
      2;3;3,1,2;,
      3;3;1,0,2;,
      4;3;3,3,2;,
      5;3;3,2,2;,
      6;3;2,3,2;,
      7;3;3,3,2;,
      8;3;1,1,3;,
      9;3;1,3,3;,
      10;3;3,1,3;,
      11;3;1,1,3;;
    }
   }
}

280
ASL Scripts / Re: Let's add a section for using the ASL Editor.
« on: March 15, 2012, 08:28:41 pm »
I made a cube and applied a BMP texture and exported it with the modified BZII X exporter, but when I view it in 3D Exploration 1.5.5. the errors in the screen grab display in 3DEX. I'm hoping you can give me a clue on what to change to get rid of the errors in the X model outputed by the script. Leroy.

281
Alright, I fixed it up so that it exports it exactly in the same structure as your Truespace one does. There were a bunch of problems with all of the .x scripts, but this one kind of takes the best of Cooning's and Zaidon's, and a little of my own touch :P

Attached. Let me know if it works. If it does I'll add it to the ASL scripts database

Raxx, I'm sorry but I'll check the script out and report back with the results and thank you in advance for modifying the script for me. I really am pleased that another person would take the time to help out. Thanks again. Leroy

282
ASL Scripts / Re: Let's add a section for using the ASL Editor.
« on: March 15, 2012, 06:53:19 pm »
I've been checking all the scripts that I have installed; not to correct them but as a learning aid.

Are error messages more serious then warnings?
Some of the parametric scripts yield errors but seem to function normally otherwise.

How useful in the script editor to actually helping script writers fixed problems in their scripts?

283
ASL Scripts / Re: .STL Export Script
« on: March 15, 2012, 04:17:02 pm »
Thanks, Raxx. I got the script and installed it in my scripts folder. Leroy. I'm sure if the model I exported caused aa system freeze, but when I tried to open the model file 3D Exploration froze up; it may just be 3DEX had issues due the the old 1.5.5 version that I use. BTW, the BZ II Directx export script is working good Raxx. Thanks again for fixing it up for me Leroy.

284
ASL Scripts / Let's add a section for using the ASL Editor.
« on: March 15, 2012, 04:05:33 pm »
I'm new to the forum and like most new users would love to see some tutorials on how to create ASL scripts using the editor. I've only begun to open existing ASL scripts, but it looks quite useful especially the syntax checker functions. Some of the scripts that I've run the checker flagged some warnings, but I don't have a clue what they mean? For example in the cog.a8s script this is displayed. What does it mean?
Code: [Select]
Parsing...
Analyzing...
Warning on line 45: Assigning a value to a member of an unassigned variable "$p"
Error on line 55: int expression expected
Warning on line 57: Use of unassigned variable "$sect"
Warning on line 58: Use of unassigned variable "$sect"
Warning on line 59: Use of unassigned variable "$sect"
Warning on line 60: Use of unassigned variable "$sect"
Completed: 1 error, 5 warnings

As I start working more with the editor I'll start posting FYI and possibly some how to articles as I unravel the mysteries of Anim8or and the tools associated with it. My gratitude goes out to Steve and the many helpful poster who advocate the use of Anim8or. Leroy.

Update: The first thing I've done is to install the ASL Script Editor and associate .ASL files in Windows XP to open all ASL files with the editor rather then Notepad; it's okay but a text editor lacks the Syntax Checker and should be more useful in troubleshooting ASL scripts.

285
This is what the Truespace X exporter writes out the file as. It's a bit different then what the Anim8or's X formats from Joe, Cranny, and Zaidon look like. Joe and Zaidons output yields some line errors when loaded in to 3DEX. Cranny's yields no errors, but is also not visible in 3DEX's model viewer. It sounds like Anim8or's lack of true hierarchal support is part of the problem itself, but I don't really have a clue due to my lack of experience in how these things work. Sorry to be so igorant but I don't know what else to say. Leroy.

Code: [Select]
xof 0302txt 0064

# This DirectX file was written by a Caligari (tm) product

Header {
1;
0;
1;
}
Frame Cube-0 {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Mesh CubeMesh {
24;
1.000000;-1.000000;1.000000;,
1.000000;1.000000;1.000000;,
-1.000000;-1.000000;1.000000;,
-1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
-1.000000;-1.000000;1.000000;,
1.000000;-1.000000;1.000000;,
-1.000000;-1.000000;1.000000;,
-1.000000;1.000000;1.000000;,
-1.000000;-1.000000;-1.000000;,
1.000000;1.000000;1.000000;,
-1.000000;1.000000;-1.000000;,
-1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
1.000000;1.000000;-1.000000;,
1.000000;1.000000;1.000000;,
1.000000;-1.000000;1.000000;;
12;
3;1,3,2;,
3;0,1,2;,
3;8,5,4;,
3;9,8,4;,
3;10,11,6;,
3;12,10,6;,
3;13,7,14;,
3;15,13,14;,
3;16,17,18;,
3;19,16,18;,
3;20,21,22;,
3;23,20,22;;
MeshNormals {
24;
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;0.000000;1.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
-1.000000;0.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
0.000000;-1.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
-1.000000;0.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;1.000000;0.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
0.000000;0.000000;-1.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;,
1.000000;0.000000;0.000000;;
12;
3;1,3,2;,
3;0,1,2;,
3;8,5,4;,
3;9,8,4;,
3;10,11,6;,
3;12,10,6;,
3;13,7,14;,
3;15,13,14;,
3;16,17,18;,
3;19,16,18;,
3;20,21,22;,
3;23,20,22;;
}
MeshTextureCoords {
24;
0.000000;-0.333333;,
0.000000;-0.666667;,
0.250000;-0.333333;,
0.250000;-0.666667;,
0.500000;0.000000;,
0.500000;-0.333333;,
0.500000;-0.666667;,
0.500000;-1.000000;,
0.250000;-0.333333;,
0.250000;0.000000;,
0.250000;-0.333333;,
0.250000;-0.666667;,
0.500000;-0.333333;,
0.250000;-1.000000;,
0.500000;-0.666667;,
0.250000;-0.666667;,
0.750000;-0.333333;,
0.500000;-0.333333;,
0.500000;-0.666667;,
0.750000;-0.666667;,
0.750000;-0.333333;,
0.750000;-0.666667;,
1.000000;-0.666667;,
1.000000;-0.333333;;
}
MeshMaterialList {
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;;
Material CubeMaterial_0_0 {
0.168627; 0.537255; 0.549020; 1.000000;;
44.000000;
0.100000; 0.100000; 0.100000;;
0.000000; 0.000000; 0.000000;;
TextureFilename {
"DUAL7.tga";
}
}
}
}
}

Pages: 1 ... 17 18 [19] 20