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Blender Source Tools BleST
STEAM-GRUPP
Blender Source Tools BleST
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Grundades
8 november 2013
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14
128 Bone Limit
Ursprungligen skrivet av Pte Jack:
Ursprungligen skrivet av Zappy:
It doesn't stop you from importing or exporting DMX models with more than 3 bone links per vertex for Source 1 games, for example.
It doesn't?? Any time I have a model that has over 3 influences and I try to export it, BleST will throw a "Warning" and not do it until I either cull out the influences on a DMX export or fix the influences on a SMD export by limiting the number or deleting the overages. If I decompile a Valve model and import it, there aren't any influences over 3. -
No, it doesn't. (The Blender Source Tools will give you a warning on export, but still lets you export it. StudioMDL itself will prohibit you from compiling models using DMX meshes with more than 3 bone links for a vertex, however.)

Ursprungligen skrivet av Pte Jack:
- I ported this Batman model that has 207 in it - The resulting Valve model ended up with 171 - I used Crowbar to decompiled the MDL/VTX/VVD combination - and reimported the decompiled SMD files back into Blender using BleST. - The only "non"- problem I had was BleST "warning" me that SMD Format does not support over 128 bones, but the model imported correctly, all 171 bones are there and weightpainted correctly.
If that's the case, then Usagimi has just used the word "error" instead of "warning" while never mentioning that the model actually imported, which made me think that it was an error and not a warning. In that case, I'm unsure whether the fault lies with Usagimi or me.
Ursprungligen skrivet av Pte Jack:
You have to remember that the SMD format has been around forever -Snipped to keep the quote short-
I know, but that's no reason to actually prevent people from importing and/or exporting SMD models that are still completely valid syntax-wise. It doesn't stop you from importing or exporting DMX models with more than 3 bone links per vertex for Source 1 games, for example.

And again...
Ursprungligen skrivet av Pte Jack:
- We need a decompiler that will actually create a DMX source model, -
Exactly. We don't have one, so we instead get DMX -> VTX(?) -> SMD, and if the DMX has more than 128 bones, the Source engine model will too, and so will the decompiled SMD, and then the Blender Source Tools can't import the SMD, because it has over 128 bones and Source doesn't suppor that, despite there being no bone amount restriction in the SMD format itself. There's not really any reason to prohibit that (unless there are, like, over 2^32 bones or something like that, or something else that Blender itself doesn't support).

In other words, provided the SMD importing is coded in a "dynamic" way (checking the amount of bones in the SMD rather than using a hardcoded 128 value), the only thing that would really have to be done is remove the stuff that says "if there are more than 128 bones, give and error and don't import it". (The same might go for exporting.) And if a hardcoded value is used, increasing it to at least should be enough.


Note that when I'm saying the Blender Source Tools aren't importing it, I'm presuming that based on Usagimi using the word "error", not "warning", while an error is something not being able to be done while a warning is just some "hey, you should know this" kind of stuff.
7
Problems with textures/UV maps
14
128 Bone Limit
15
Houston- Do we have a problem?
7
Errors in importing models
Visar 161–170 av 589 poster