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Author Topic: RadImp v0.9 - imports fast to 3d Rad (all dirtywork is done)  (Read 47181 times)

« on: June 17, 2009, 12:54:53 PM »


Change History :
v0.9
===
  • Small chenges to support v7 rigidbody import
  • Bugfixes reported by mgear on cancelling imports.

v0.8
===
  • Added Import mapMesh for the imposter object
  • Changed the file list to a list entry for easier reading.
  • Added a Tools menu.
  • Tools => Build index jpg to all orphan rigidbodies   
  • Tools => Build index jpg to all orphan skinmeshes 
  • Moved Create Terrain from RB to the tools menu
  • Removed the Share source option since it was rather unstable (for now)
  • Prepared a menu entry for physx actor import.
  • Changed the default import jpg and added an orphan jpg
  • Compiled as win32, so it should run on all platforms.
  • Windows is now bigger
  • Runnig as background popup removed
  • Bug on multiple file select fixed

v0.7
===
  • Just one feature, a new Share Source button.
    It packs your project into a sharable source in zip format. (It's required to compile your project first in the default compiledProject folder)
v0.6
===
  • Fixed small bug when trying to convert to Terrain and ply/pol is 0 byte.
  • Copy checkboxes are now deafult checked.
  • Added 3 browse buttons to open SkinMesh, RigidBody and Import folder directly.
  • It's no longer required to have the default importfolder in the radimpfolders.ini file.

v0.5
===
  • Fixed small bug when cancelling a RB to Terrain conversion.
  • Bigger Window, I guess size does matter.
  • 2 new checkboxes, Copy Textures, don't moveSkip all texture import
  • It's no longer needed to click YES or NO after RB import, RadImp now creates dummy .spg .pol .ply files which 3dRad updates automagick.

v0.4
===
  • You can now convert Static RB's to Terrain-object :) :)
  • Fixed small bug in the window handler.
  • When creating Skinmeshes or RB names it's now a filedialog instead of a inputbox.

v0.3
===
  • You can have 100 folders just edit the radimpfolder.ini file and add all your export folders
  • Fixed small bug when selecting from list, the top one always got selected
  • Added checkbox to exclude shadow on import.
  • Fixed the .x| trash character in name suggestion when importing.

v0.2
===
  • You have to select file from file list
  • Cancel button removed and replaced by a refresh button (to refresh file list)
  • Clicking File->Exit or the windows x will close the application
  • Added checkbox so you can choose not to delete the .x file from import folder when importing incase you need the same .x several places.
.
v0.1
===
  • First release
.
.
.
What was this ?
Simple Import Helper to 3d Rad
   When you import a new .x to 3dRad it will :
     1. Create all folders you need
     2. Create the .jpg index file
     3. Copy your file.x and renames to (000_mesh.x or rigidBody_mesh.x) and puts them into the respective folder in the
         3dRad structure so you can just open them directly via the
         "Change" button in the SkinMesh/RigidBody object inside 3dRad.
     4. Copy your file.x  to 000_shadow.x or rigidBody_shadow.x  (Skinmeshes or Rigidbody's shadow mesh)
     5. Copy your file.x  to rigidBody_.x (Rigidbodys collision file)
     6. Copy your file.x  to rigidBody__.x (RigidBody's mass file)
     7. Move any .dds .png .jpg .tga .bmp .gif file it finds to the respective folder insode the 3dRad structure

     That's 7 steps in 1 second :) :)
   
You can also do a partial update if you need to change :
  • Shadow Mesh (Skinmesh/RigidBody)
  • Collision Mesh (RigidBody)
  • Visual Mesh (Skinmesh/RigidBody)

   After you done a partial update, just hit R in 3d-rad and you'll see the results immediately :)


Conversion :

  • You can convert a static Rigidbody to a Terrain object so you can select via Terrain in 3dRad
.

How does it work?

    After installation and you run it for the first time, it will check that you have started it from the 3d Rad folder
    Then it will create a folder called <3d Rad folder>\import\  and run silent in the background, you'll se a tray icon.
   
    When you are exporting and it detects a .x file in the import folder the menu will pop and you can choose what to do (see pic at top)


What it does not

 
  • It can't export directx from your modeler or add functionality to the existing exporter (it just helps you getting them into Rad abit rad'er)

How to install
  • Download attachment and unrar into 3d Rad folder (yes next to your 3drad.exe)
  • Edit radfolders.ini and add your export folders from all your modelers.
     
  • Run RadImp.exe

I find a great help to me when using Silo, Gmax and Fragmotion, I hope you can use it for your own benefits, if not, don't :)
 
DISCLAIMER : Use this at your own risk, it might be buggy, it does fileoperations without prompts.
Shadmar is not to be held responisble for any damage to your system/sources.
It has only been tested on my own local system.
Some antivirus scans may alert false positive heuristics
« Last Edit: August 20, 2010, 11:56:41 AM by shadmar »
« Reply #1 on: June 17, 2009, 04:40:09 PM »
excellent ! really excellent , I had this idea a while ago but I lacked the KNOW HOW :D

trying it now with 3ds max
Look into my eyes , Tell me what you see
You don't see a damn thing , 'cause you can't relate to me
You're blinded by our differences , My life makes no sense to you
I'm the persecuted one , You're the red, white and blue
« Reply #2 on: June 17, 2009, 07:19:53 PM »
In my best Bill & Ted voice: whoa.
Keepin' it object-oriented!
http://www.digital-soapbox.com
« Reply #3 on: June 18, 2009, 03:19:24 AM »
This is really brilliant stuff, thanx shadmar !

We had something like this on the to-do list but priority was struggling to raise for some reason. Now I see how useful it could be to have similar functionality integrated to the editor! I raised priority to top  :)
« Reply #4 on: June 18, 2009, 03:56:15 AM »
This little thingy that you did just saved us countless hours of importing when testing models... i cant thank you enough!
Incredible!!!!
The tray icon is cool as well!!!

Let me dream for a while: is it possible to set a list of folders to watch and when an .x is copied to any of them, to have the tray icon blink, so you can click it and the main window opens? This would be very useful (at least for me) because i constantly modify my models and they are in a different folder.
Also when i place a model in the import folder and the program opens... and i choose cancel, it pops again and again until i delete the model manually.

Thanks again, great work!!!!
« Reply #5 on: June 18, 2009, 04:14:48 AM »

Thx for the feedback guys :)


This is really brilliant stuff, thanx shadmar !

We had something like this on the to-do list but priority was struggling to raise for some reason. Now I see how useful it could be to have similar functionality integrated to the editor! I raised priority to top  :)


Oh that would absolute great, main problem now is testing stuff made from other modelers than Sketchup. Sketchup plugin also lacks replace visual, replace collision mesh, replace mass etc.. It should be more like the menus at the pic on top.
What I needed most from my little program was the ability to import dyn. RB's fast, and replacing meshes (shadow/collision/visual) and then just hit R in 3d Rad to test the difference.

This little thingy that you did just saved us countless hours of importing when testing models... i cant thank you enough!
Incredible!!!!
The tray icon is cool as well!!!

Let me dream for a while: is it possible to set a list of folders to watch and when an .x is copied to any of them, to have the tray icon blink, so you can click it and the main window opens? This would be very useful (at least for me) because i constantly modify my models and they are in a different folder.
Also when i place a model in the import folder and the program opens... and i choose cancel, it pops again and again until i delete the model manually.

Thanks again, great work!!!!

List of folders should be possible, yeah great idea.
Blinking icon, have to check the API, but great idea too.
I have to look at the cancel bug, thx :)
« Reply #6 on: June 18, 2009, 12:52:07 PM »
Replaced v0.1 => v0.2 to the top post.

v0.2
===
  • You have to select file from file list
  • Cancel button removed and replaced by a refresh button (to refresh file list)
  • Clicking File->Exit or the windows x will close the application
  • Added checkbox so you can choose not to delete the .x file from import folder when importing incase you need the same .x several places.

« Last Edit: June 18, 2009, 03:50:20 PM by shadmar »
« Reply #7 on: July 19, 2009, 01:55:45 PM »
Have no idea if people use this, but here is an update anyway
Added RadImp_v0.3 to the top post

v0.3
===
  • You can have 100 folders just edit the radimpfolder.ini file and add all your export folders
  • Fixed small bug when selecting from list, the top one always got selected
  • Added checkbox to exclude shadow on import.
  • Fixed the .x| trash character in name suggestion when importing.
« Last Edit: July 19, 2009, 01:59:25 PM by shadmar »
« Reply #8 on: July 20, 2009, 04:15:24 AM »
Ya that is the kinda exporter I was talking about for 3d rad.
« Reply #9 on: July 31, 2009, 01:21:50 AM »
v0.4 will have an "Convert static RB to Terrain" menu option :)
« Reply #10 on: July 31, 2009, 01:52:09 AM »
is it possible to have Bobs track builder included? it makes .x files, but they dont show up in rad. you have to flip them about in other modlers then import to rad, but it looses all the lovely textures, which is kinda the point in btb
« Reply #11 on: July 31, 2009, 02:13:56 AM »
Sorry, I can't change the behaviour of the existing exporter of bobs trackbuilder (have never tried this program tho.).
« Reply #12 on: July 31, 2009, 04:23:00 AM »
Thats cool, i wasnt sure, dont get if you dont ask lol

Iv asked bob for better 3drad export
« Reply #13 on: August 02, 2009, 01:27:58 PM »
Added RadImp_v0.4 to the top post

v0.4
===
  • You can now convert Static RB's to Terrain-object :) :)
  • Fixed small bug in the window handler.
  • When creating Skinmeshes or RB names it's now a filedialog instead of a inputbox.
« Reply #14 on: August 02, 2009, 01:37:07 PM »
sweet... great work
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