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OldCoin
28.12.2012, 23:42
Schau einfach in deinen Blender-Ordner. Dort findest du den Ordner KrxImpExp und darin die entsprechende Hilfe.
Auch, wie du die files für textures u. ä. in Blender voreinstellst.

Bei dir klingt es allerdings eher danach, als wäre kerrax nicht korrekt in dem blender-Ordner installiert worden.

Bisasam
29.12.2012, 00:26
ich hatte es zuerst im blender foundation ordner, also einen drüber. habs dann in den blender-ordner verschoben, unter import und export finde ich trotzdem nichts. unter "how to run" in help steht nur dass man es unter import findet. ich hab aber komischerweise neben dem blender ordner noch einen .blender ordner §kratz

OldCoin
29.12.2012, 00:47
Installieren, nicht verschieben.
Den .blender-Ordner (als Unterordner) kannst du ignorieren.
Die Kerrax-Dateien müssen direkt in den Blender-Ordner installiert werden.

Ansonsten empfehle ich ausdrücklich auf die neueren, besseren und zeitsparenderen Versionen 2.63 - 2.65 umzusteigen, da sie vieles vereinfachen (auch wenn sie zu Anfang sicherlich gewöhnungsbedürftig sind).

Blender 2.65A (http://www.blender.org/download/get-blender/)

Plus das entsprechende Kerrax-Tool (http://krximpexp.sourceforge.net/)

Bisasam
29.12.2012, 01:04
lol als ich den .blender ordner in den blender ordner verschoben hab, erschien die option plötzlich im menü. alles andere außer kerrax-portern ist zwar weg aber die hab ich eh nie benutzt, von daher: problem solved danke

UnderIce
09.01.2013, 11:30
Tag,

wenn ich mit Kerrax etwas exportieren möchte, kommt seit neustem folgende Fehlermeldung.

http://upload.worldofplayers.de/files8/Blender_fehler2.jpg


Der Fehler trat auf, nachdem ich etwas texturiert habe. Seltsamerweise gehen auch ein paar Sicherheitskopien vorher nicht mehr, die eigentlich hätten klappen sollen. Ich hab es mit den Blenderversionen 2.49b, 2.6 und 2.65a versucht, jeweils mit der selben Meldung.

vielleicht ist das Problem ja bereits bekannt - oder auch nicht.

Hirnschmalz
13.01.2013, 11:50
Ich kann zwar zu obigem Problem nix sagen, habe dafür aber ein anderes. :p

English below!
Habe ich ein Objekt in Blender (2.65a) erstellt & mit Material & Textur versehen und exportiere es dann
per 'Kerrax 3D Studio Mesh', taucht erstens die Textur nicht auf und zweitens sind mir die
Größenverhältnisse schleierhaft.
Die Textur könnte man wohl im Spacer fixen (ein Prog, mit dem ich mich bislang praktisch
nicht beschäftigt habe, shame on me), aber wie sieht's mit der Größe aus?
Die Skalierung / Dimensionierung in Blender passt nicht proportional zu der Größe der Objekte im Spiel,
auch die 'Space Transformation' mit ihrer 'Scale'-Angabe scheint keinen Einfluss auf die Größe zu
haben ...?

After exporting an object via 'Kerrax 3D Studio Mesh', the sizing of the exported vob/item seems not to
fit the made settings: Whether it is 'Scale 5' (in 'Space Transformation') or 'Scale 50', it doesn't change
the actual vob/item-size in the game. Neither seems the (Blender-)size of the object to be a dependable
factor for the ingame-size of vobs/items.
How can I be sure to fit the desired measurements?
Also, the texturing of the exported objects seems distorted; despite of 'Material Autorenaming' and
setting all the paths correctly, the vobs/items look like just 'materialized', but 'non-textured' (this could
be a problem (easily?) fixed within the 'Spacer', but it would be even more easy to get it done right
from the Exporter ... ;)).
Ah well, I'm using Blender 2.65a ...

@Kerrax: In spite of critique & problems, we really appreciate your work! :)

Kerrax
24.02.2013, 21:55
My plugins have been updated for Blender 2.66; the bug reported by UnderIce in the plugins for Blender 2.60-2.65 has been fixed and these plugins has been reuploaded too.
http://krximpexp.sourceforge.net



Whether it is 'Scale 5' (in 'Space Transformation') or 'Scale 50', it doesn't change the actual vob/item-size in the game.


After exporting an object via 'Kerrax 3D Studio Mesh', the sizing of the exported vob/item seems not to fit the made settings: Whether it is 'Scale 5' (in 'Space Transformation') or 'Scale 50', it doesn't change the actual vob/item-size in the game. Neither seems the (Blender-)size of the object to be a dependable factor for the ingame-size of vobs/items.
How can I be sure to fit the desired measurements?

By default scale=0.01 while you are importing something, and scale=100 while you are exporting something. I think it's good settings allowing to edit meshes in meters in Blender while the meshes are kept in centimeters inside .3DS/.ASC files. If you have some troubles with the scale factor you can just set it to 1 and forget the scale factor.



Also, the texturing of the exported objects seems distorted;

Screenshot is required.


the vobs/items look like just 'materialized', but 'non-textured'

What does it mean? Screenshot of Spacer's window is required too.
Can you show me your file which you cannot export correctly to allow me to check it by myself?

Hirnschmalz
25.02.2013, 12:19
Hello Kerrax,
first of all, thanx for your support!
I have to admit I just can't get the point in what was the problem six
weeks ago ... :scared: It seems to be fixed by itself in the meantime ... :gratz

Instead another question occured concerning the ASC-ImpExporter:
When trying to import an ASC-file to Blender, there is no possibility
to click 'Import'; the button stays gray (inactive).
Are there some mandatory settings to be made first, or is this a generally
known prob, or (what may be the case anyway) am I just to dumb to see
the obvious solution ...?

Kerrax
25.02.2013, 19:44
Instead another question occured concerning the ASC-ImpExporter:
When trying to import an ASC-file to Blender, there is no possibility
to click 'Import'; the button stays gray (inactive).

First import model's mesh, then import model's animation.

Bogey
29.04.2013, 16:49
Hi Kerrax,

thanks for your great tool. I tried exporting some gothic meshes using GothicSourcer, and importing those into 3ds max using your plugin. Works somewhat fine so far, but there is a little problem.

When importing the .asc-files into 3ds max, there seems to be a little problem with the geometry / mesh generation. There's always quite a bunch triangles that share edges - e.g. when importing pretty much any mesh and applying an STL Check modifier (set to Multiple Edge - Select Edges - Check), there's always a significant number of errors.

Is this a problem based on your importer? Or do you think that might be caused by GothicSourcer?

Mark56
21.07.2013, 19:03
Its because of gothic . gothic uses models in this state... To fix it you need to weld verticles.
there is even option while importing model, asking you if you want to weld them after import ;)

DRMProd
24.11.2013, 21:28
Hi, I'm using Blender 2.66 on ubuntu, and I can't get the program to import anything at all. Maybe I'm being dumb and this is a stupid question but, do you have any idea what's going on? Are the pluggins not compatible with the linux version of Blender?
Edit: Ok, i've taken a look at the console output and it says that (obviously) can't execute wxImpExpUI.exe. If there is a way to use these plugins under linux, please give me a heads up :)
Here's my terminal output:

ubuntu@ubuntu-pieza:~$ blender
Color management: using fallback mode for management
connect failed: No such file or directory

Note: No (valid) '/home/ubuntu/.config/blender/2.66/config/startup.blend' found, fall back to built-in default.

Read new prefs: /home/ubuntu/.config/blender/2.66/config/userpref.blend
sh: 1: /usr/share/blender/scripts/addons/KrxImpExpwxImpExpUI.exe /home/ubuntu/.config/blender/2.66/config//KrxImpExpDlgInput.bin /home/ubuntu/.config/blender/2.66/config//KrxImpExpDlgOutput.bin /home/ubuntu/.config/blender/2.66/config//KrxImpExpUI.cfg: not found
Could not execute:
/usr/share/blender/scripts/addons/KrxImpExp\wxImpExpUI.exe
Error: Not freed memory blocks: 2
IDProperty group len: 128 0x53b0518
uiAfterFunc len: 272 0x53aa718

Blender quit

Frank-95
05.09.2014, 08:27
Hi!

Thanks for your job first of all. I would like to ask you two questions.

First of all, are you going to release a versione of the plu-in for each blender version?

Second: when I was using windows XP, the plug-in for gmax worked well, now that I'm oin windows 7 64 bit (but I've tried on windows 7 32 bit too), the script just doesn't work. As soos as I click on any button (I mean, any of the import/export button) that windows just disappear. I just can do nothing. Is it a known problem?

Thank you :D

EDIT: solved! I was not using the krximpexp launcher, but gmax's one :P

catalinux
04.02.2015, 09:38
Hi, I'm using Blender 2.66 on ubuntu, and I can't get the program to import anything at all. [...] Are the pluggins not compatible with the linux version of Blender?
Edit: Ok, i've taken a look at the console output and it says that (obviously) can't execute wxImpExpUI.exe. If there is a way to use these plugins under linux, please give me a heads up :)

I can confirm that KrxImpExp-blender2.66-Feb-25-2013 works without problems with blender-2.66-linux-glibc211. All you have to do is to extract or install KrxImpExp-blender2.66-Feb-25-2013 (in this second case use Wine to install KrxImpExp to a portable version of Blender for Windows, here (http://download.blender.org/release/Blender2.66/) you will find it archived as 7z or zip), than copy KrxImpExp directory including all files from it to you linux Blender /scripts/addons/

Zafiron
05.04.2015, 12:42
Hi!

first of all: thanks for all the work you have put into this project creating the Importer/Exporter!
Yet I just ran into a problem: I could not find a working version for 3DS Max 2015 which I have to use. Is there any way I can get the Version for 3DS Max 2013 to work with 2015? :dnuhr:
I have seen that when loading, the imp/exporter won't load because the wrong version of the program has been found. Maybe the exporter would still work as it only appears to be a Version check!
Maybe one just would need to remove the version check and then recompile the source?... :gratz

Thanks for any answers!

Lmoere
14.02.2016, 16:44
Hi, I have a Problem with the KrxImpExp for Blender 2.66.

I intelled it and activatet it the same way like in all prior versions.(just following the Kerrax Guide)

I get the same krx Import and export options as usual (for Gothic: 3ds. asc. etc,) But when I want to export or import a file. The progress just stops and blender does nothing.

I tried all .exe versions of 2.66 and 2.66a. and the krxImpExp plugin files seem to be wher they belong.

It would be great if somebody knew how to fix this Problem.

NG Lmoere

note: Sorry for the Uncanny Language.

Kellendil
15.04.2016, 23:56
Hello,

i have a different problem with KrxImpExp for Blender 2.66. Everything works fine on windows, but on Linux i get the following exception:


File "/opt/tomcat/apache-tomcat-8.0.24/blender/2.74/scripts/addons/KrxImpExp/image_search.py", line 140, in get_config_filepath
return bpy.utils.user_resource("CONFIG").rstrip(os.sep + os.altsep) + os.sep + "TextureDirs.cfg"
TypeError: Can't convert 'NoneType' object to str implicitly


I think 'os.altsep' is 'None' on Linux (its 'slash' on Windows), and thus I get this error.

I tested this with these Blender versions : 2.66a, 2.69b, 2.72, 2.74
Always the same error. It´s not possible to import a 3DS file using Linux (Mint 17.1), Blender version doesn´t matter.

Neconspictor
16.04.2016, 12:13
First of all: I never programmed in python, so what i suggest now could be completely wrong.
But as Kerrax and Magoth haven't been online for a while, maybe my assumption could help:

Go to the file image_search.py and replace on line 138 this code:



# Function: Gets path to configuration file
def get_config_filepath():
return bpy.utils.user_resource("CONFIG").rstrip(os.sep + os.altsep) + os.sep + "TextureDirs.cfg


with this:



# Function: Gets path to configuration file
def get_config_filepath():
if (os.altsep != None):
return bpy.utils.user_resource("CONFIG").rstrip(os.sep + os.altsep) + os.sep + "TextureDirs.cfg"
return bpy.utils.user_resource("CONFIG").rstrip(os.sep) + os.sep + "TextureDirs.cfg"


Watch out that the indentation of each line is stated as above (python needs this for proper if statement switching).

Let us know if it works!

Kellendil
16.04.2016, 17:52
Let us know if it works!

Today i tried again after i tried a lot yesterday (i just deleted +os.altsep from the line to reduce any chance of syntax errors).

You HAVE TO delete the __pycache__ folder inside the plugin´s folder, otherwise blender will still execute the original code and throw the same error (even though it will show you the new code in the error description).

If you do that, you won´t get an error anymore, but nothing will happen. It seems like the Import-Dialogue-GUI is not working, so you have to execute the import without GUI:
Select the console view and enter:


bpy.ops.import_scene.krx3dsimp(filepath ="<your_file_path>", quiet = True)


The quiet part is important (it will import the file without import dialog using default settings i guess). This did it for me, thanks.

Edit: I uploaded the fixed script:
https://github.com/Katharsas/GMM/blob/master/misc/blender-addons/KrxImpExp/image_search.py#L140

mathúin
27.06.2016, 09:22
I need to view some .mdm and .mrm files, I've download Blender 2.66 and installed the plugin (http://krximpexp.sourceforge.net/), enabled it into the software but I can't open them anyway. Help?

Frank-95
27.06.2016, 10:00
You have to enable it. By memory, you have to go to user preferences -> addon -> and you will see a lot of disabled plugins. Just look for krximpexp, enable it, and in the left corner there should be something like save preference or something like that.

By the way, you cannot open mdm files via blender. You should decompile them via gothic sourcer (you should decompile the msb file), but it's a little bit tricky if you don't know how to do it, or if the developer didn't compile them properly

mathúin
27.06.2016, 10:36
In ANIMS and MESHES folders I have only .mdm and .mrm files. No .msb. And I found out how to decompile in GothicSourcer.
http://116.imagebam.com/download/cOrSWCOOs087LpAjg3G2HA/49202/492017147/2016-06-27_113327.png

P.S.: Really no time to come on Skype? It'd be a matter of seconds.

Degenerated
27.06.2016, 10:42
ZenLib can load these files. Here is some sample-code on how to do this:
https://github.com/degenerated1123/ZenLib/blob/master/samples/content_load.cpp

However, you'll need to export them into a readable format yourself (via C++), or I could put a simple file-viewer into the REGoth-Engine, if you only need to look at the files.

mathúin
27.06.2016, 11:13
Yes, I only need to look at them, no editing. So I'll use REGoth-Engine, but I need help there as well. If you could come on Steam it'd be better.

Ska-Ara
12.07.2018, 09:49
Hey mates,

i just want to ask is there any new Tools for modern 3dsmax Versions?

My problem is that i work since years with 3dsmax 2013 and the Kerrax tools, unfortunaly 3dsmax 2013 isnt supported by windows 10 and cuz that there are alot of crashes and problems.

So is there new modern solutions? Maybe a rewritten Code in Phyton (cuz it should work on blender and 3dsxmax)

maybe the russian/polish community has new good tools
@MaGoth maybe you know something.

MaGoth
17.07.2018, 15:53
Hey mates,

i just want to ask is there any new Tools for modern 3dsmax Versions?

My problem is that i work since years with 3dsmax 2013 and the Kerrax tools, unfortunaly 3dsmax 2013 isnt supported by windows 10 and cuz that there are alot of crashes and problems.

So is there new modern solutions? Maybe a rewritten Code in Phyton (cuz it should work on blender and 3dsxmax)

maybe the russian/polish community has new good tools
@MaGoth maybe you know something.
Hi Ska-Ara, :)
While I promise nothing, but perhaps closer to autumn, we will try to update these tools..


MfG MaGoth, :gratz

ukur
17.07.2018, 20:40
Hey mates,

i just want to ask is there any new Tools for modern 3dsmax Versions?

My problem is that i work since years with 3dsmax 2013 and the Kerrax tools, unfortunaly 3dsmax 2013 isnt supported by windows 10 and cuz that there are alot of crashes and problems.
Kerrax Plugins x64 for 3ds Max 2013 also successfully installed and worked on 3ds Max 2014 x64 under Windows 10 x64.

Ska-Ara
18.07.2018, 13:45
great dude.. this will help me alot :D :gratz

Mark56
27.07.2018, 15:09
Wish you could release sourcecode. I think comunity could create nice tools using exporter/importer code...

ukur
27.07.2018, 19:00
Wish you could release sourcecode. I think comunity could create nice tools using exporter/importer code...
sourcecode is available for a long time: http://krximpexp.sourceforge.net/

Airbar
05.05.2019, 10:14
Using this old thread to ask if somebody can help me. For the past three weeks I'm desperately trying to get the plugin to work on my WIn 10 install but the program simply doesn't open. It installs without problems, I have the VC++ 2008 x86 redist installed but when I try to run the addon (either from Blender itself or simply clicking the exe, the last one should open a browser window with the help docs) nothing happens at all.

I tried what Catalinux was/is using in that I tried to use the scripts in Linux but it just errors out on me when trying to run the scripts from within Blender.

Milky-Way
05.05.2019, 19:23
Have you tried using an older version of Blender, e.g. the version the plugin was written for?

Kellendil
05.05.2019, 20:36
When i had a similar problem recently i redownloaded it and that download worked fine (Blender 2.79). Are you sure you have the correct version?

Airbar
05.05.2019, 21:20
Thanks for your replies guys. Yes, I tried different Blender versions etc. I even reinstalled Windows 10 twice (I only use it for games and only wiped the system drive).

I got it working with Blender under Linux now (much more preferable to me). But this whole ordeal made me dislike Windows even more lol

Kellendil
05.05.2019, 21:22
Well on Windows i would first check/disable AntiVirus and also try moving Blender out of C/Programs (or use zip installtion). Often enough, its some stupid Anti-Virus (third party) thing that creates random problems that seemingly nobody else has.

Feiger Scavenger
16.12.2019, 09:38
...:gratz


Hello :)
Will there be a new version for Blender 2.81 ?

Mfg§wink

Ska-Ara
27.12.2020, 09:49
Hi Ska-Ara, :)
While I promise nothing, but perhaps closer to autumn, we will try to update these tools..


MfG MaGoth, :gratz

So it's been a long time. Did you guys archived a great victory over the old tools? :D

Polonius
07.01.2021, 20:37
Would it be possible to make the plugin available for the newer releases of Cinema 4D? With the release of R20 they revamped the whole plugin-system. Some older plugins still work, but Kerrax unfortunately does not. I have tried using a bridge (https://insydium.ltd/products/bridge) but it still doesn't work. I can start the plugin but after selecting an import/export option the whole program freezes completely and won't continue. I don't know how much work it would be to adapt the plugin, but maybe you can take a look at it? :)

Greetings

artemraab
23.08.2021, 00:28
Hello Kerrax and other forum members,
I watched Kerrax video about insert second weapon from .3ds mesh to .asc animation of orc, I did it for humans_naked0.asc and saved as her humans_naked_hero.asc, added 3ds mesh to anims/xxx, texture image copy with right name to textures/xxx but I don't really understand how now to see its second weapon in the game? maybe there's something else missing? Thanks. Video is very old, not sure if I can somehow share it here. so on this image you can see copy of longsword and sword on the other side, applied as copy and about 39 degrees away by x line.
Please explain the next step to see it in the game if i sheath a weapon that it get doubled, thanks.

50893

Ska-Ara
23.08.2021, 05:45
what do you mean with second weapon?
like a second 1h sword or two 2h swords?

artemraab
23.08.2021, 21:15
what do you mean with second weapon?
like a second 1h sword or two 2h swords?

Yes, my picture was minimized incredibly - I don't think you can see, anything, I try to insert it again so you can see what I m trying to do, sir.

Ska-Ara
24.08.2021, 20:48
can you upload your file and shows an error screenshot of the problem? so i can see whats the exact problem?

how do you gonna try to equip a weapon to the new slot`?

artemraab
26.08.2021, 22:05
I just want to clarify that I'm not a mod developer, just reading here and there and trying my best to add some coolness to the old favorite game while playing it from time to time so I got into the forums bringing up the armor replacements, etc, incuding animations editing that I found on the original website with kerrax addons for 3dsmax and other software: in the video equipping a slot he shows that he puts a second axe in an orc right hand while orc has a left hand weapon equppped, so I tried doing to the same for humans.mds as he did for orc.mds - the thing is that the video ends with this weapon equpped in the gmax and doesn't show what goes next, like if it appeared in the game, so maybe it's just a beginning and it needs more work to actually add it to the game that I haven't done of course.
What do I need to actually do to add a weapon to a new slot and make it appear in the game after editing the animation?

Pet@
08.09.2021, 19:24
Using this old thread to ask if somebody can help me. For the past three weeks I'm desperately trying to get the plugin to work on my WIn 10 install but the program simply doesn't open. It installs without problems, I have the VC++ 2008 x86 redist installed but when I try to run the addon (either from Blender itself or simply clicking the exe, the last one should open a browser window with the help docs) nothing happens at all.

I tried what Catalinux was/is using in that I tried to use the scripts in Linux but it just errors out on me when trying to run the scripts from within Blender.

Similar problem here. The dropdown menu entries for im/export appear correctly and the native blender im/export dialogue opens up, but neither im- nor exporting works. I have tried Blender versions 2.66, 2.66a and 2.79b (all win64, zip portable) with KrxImpExp (http://krximpexp.sourceforge.net/) for Blender 2.66 (32/64 bit)

Edit: In this post (https://forum.worldofplayers.de/forum/threads/1582915-Minimale-Mesh%C3%A4nderung-compiled-nicht-im-spacer?p=26830895&viewfull=1#post26830895) I'm showing with screenshots what happens (or rather what doesn't happen).

Pet@
09.09.2021, 20:28
I have now compiled KrxImpExp myself from source with Visual Studio 2017. I had to fix some things in the code and also compile the dependency wxWidgets myself because libraries are not provided. I replaced my .exe with the one provided within the Blender addon [Blender 2.66 (32/64 bit)]. I'm using it within Blender 2.79b and it works! So apparently the old supplied binary has some problems in Windows 10.

Edit: Here's my version: https://github.com/houkama/KrxImpExp-Blender/releases/tag/v1.0

Fabiosek
11.09.2021, 20:14
Is there a chance to support a newer blender, e.g. 2.80? Because the new version has a new look and is much better.

Liker
27.09.2021, 12:02
I have now compiled KrxImpExp myself from source with Visual Studio 2017. I had to fix some things in the code and also compile the dependency wxWidgets myself because libraries are not provided. I replaced my .exe with the one provided within the Blender addon [Blender 2.66 (32/64 bit)]. I'm using it within Blender 2.79b and it works! So apparently the old supplied binary has some problems in Windows 10.

Edit: Here's my version: https://github.com/houkama/KrxImpExp-Blender/releases/tag/v1.0
Thanks ;)

Patrix9999
27.02.2022, 10:39
I've ported the KrxImpExp plugin to newer version of the blender, if someone is interested, visit the project repo:
https://gitlab.com/Patrix9999/krximpexp

KakaoFelix
10.03.2022, 20:14
I've ported the KrxImpExp plugin to newer version of the blender, if someone is interested, visit the project repo:
https://gitlab.com/Patrix9999/krximpexp


on what version is that tested ?

Serbernus
04.06.2022, 19:30
I've ported the KrxImpExp plugin to newer version of the blender, if someone is interested, visit the project repo:
https://gitlab.com/Patrix9999/krximpexp

Finally someone did it. Thanks, works like charm.