Author Topic: Blender: Experimental OE tile creator & exporter  (Read 789 times)

Offline Xjazz

  • Gold Member
  • *****
  • Posts: 2653
Blender: Experimental OE tile creator & exporter
« on: January 29, 2008, 04:17:45 PM »
Hi

Idea
Place your custom object/s to the correct tile position already in Blender.

How it works
1. Create a 5280ft * 5280ft 'Plane' mesh object(base tile) and give a name with '.til' extension. This will be a exported tile file name.
2. Give a tile properties & Surface Type with following Abbreviations to the Mesh name field (case sensitive):
   - set tile properties : t,s,u,d,m as in picture
   - set tile Surface Type: B(umpy), D(irt), P(aved), R(ough)
           

3. Finish your object and parent it to the 'Empty'. Name 'Empty' after .ac file and add <-mark beginning of the name.
4. Place grouped .ac object to anywhere within *.til name object borders.
5. Parent GROUPS to the base tile.
6. Start AH2BTiler_e, select the export folder and proceed. New tile file/s are created. Note! No overwrite prompt!

Script also support batch export process.

You can place object/s to anywhere and with any attitude within tile borders.

AH2Tiler
http://www.warezhouze.1g.fi/public_html/Here/Blender3d/AH_scripts/AH2Tiler_e.py

Offline croduh

  • Gold Member
  • *****
  • Posts: 2509
Blender: Experimental OE tile creator & exporter
« Reply #1 on: January 31, 2008, 07:02:32 AM »
This is an amazing idea Xjazz, this works with ac3d too right?

So far we could only use text editing the tiles to get altitude and rotation by other axis, which can be tiresome sometimes.

Offline Xjazz

  • Gold Member
  • *****
  • Posts: 2653
Blender: Experimental OE tile creator & exporter
« Reply #2 on: January 31, 2008, 08:21:32 AM »
Quote
Originally posted by croduh
This is an amazing idea Xjazz, this works with ac3d too right?

So far we could only use text editing the tiles to get altitude and rotation by other axis, which can be tiresome sometimes.


Hi Croduh

Script is using a Blender API and that's why it don't work in AC3D.
Anyhow I think, it could be a possible to code similar script for the AC3D with TCL(?).

Picture from multi tile scene project:


There's a
- Airfield reference picture, mapped to the 2D object.
- Tile reference 2D grid to help to cut airfield objects per tile.
- Main rwy's under the work.

Offline Denholm

  • Plutonium Member
  • *******
  • Posts: 9667
      • No. 603 Squadron
Blender: Experimental OE tile creator & exporter
« Reply #3 on: January 31, 2008, 09:09:17 AM »
Nice stuff there. I might have tried that with my airport terrain if H2H hadn't gone offline so abruptly.
Get your Daily Dose of Flame!
FlameThink.com
No. 603 Squadron... Visit us on the web, if you dare.

Drug addicts are always disappointed after eating Pot Pies.

Offline Xjazz

  • Gold Member
  • *****
  • Posts: 2653
Blender: Experimental OE tile creator & exporter
« Reply #4 on: February 02, 2008, 07:28:11 AM »
Hi

I made some small changes to the Tiler version 1.1

- The Empty's dont need a '<' mark front of them anymore. Write just a .ac file name. Extension are ignored. In case of the dublicated objects, you just ignore the Blender own indexing (.001, .002, etc).

- You can preset the OE indexing values with 'empty's prefix numbers: 1-object1, 2-object2 etc.  There must be a '-' mark between number and name without paces.

- The base-tile prorties, writen to the Mesh name field, must start with '<' mark. Othervise the Mesh name field content is ignored.

- At first export (per give .blend file) script will ask a export folder and store it to the 'ah_path.txt' text object. Following exports will go automatically to the given folder. If you want to reset the folder, then just delete the 'ah_path.txt' text object.

http://www.warezhouze.1g.fi/Here/Blender3d/AH_scripts/AH2Tiler_e11.py

Below is a base-tile name 'tiler_tes01.til'. On the right window


Note.
Script don't export the .ac objects or build the OE .til files.

Offline Xjazz

  • Gold Member
  • *****
  • Posts: 2653
Ver. 1.2
« Reply #5 on: February 22, 2008, 02:43:56 PM »
Hi

After some testing, I wasn't too happy with 1.1 version.

Version 1.2
http://www.warezhouze.1g.fi/Here/Blender3d/AH_scripts/AH2Tiler_e12.py

New & fixis in ver 1.2:
-  The OE object Over-Ride-Type added.
-  The object(empty)  within tile boundary check + error reporting added.
-  More user friendly parenting to the tile added.
-  External 'ah_path.txt' file  for the default folder data added.
-  Smoother multi tile bacth exporting added.
-  Export error due 'no texture' fixed.


The object Over-Ride-Type data is added after the ac object(empty)name with '+' mark, like :

[ac name]+[OTR]
or
<[index numder]-[ac name]+[OTR]

List of the object over-ride-type(case sensitive):

    OTR:   Explanation:
    'DEF - all/default'
    'CLU - Clutter'
    'AAF - AAA Factory.'
    'AMB - Ammo bunker.'
    'AMF - Ammo Factory.'
    'ARM - Rearm Pads.'
    'BAA - Armored Gun Battery.'
    'BAB - Barracks.':'BAB',
    'BAF - Grunt Training Facility.'
    'BAH - Hard Gun Battery.'
    'BAR - River Barge.'
    'BAS - Soft Gun Battery.'
    'BAT - Gun Battery.'
    'BMB - Bombable.'
    'BME - Bomber Entry Point.'
    'BMH - Bomber Hangar.'
    'BRI - Brief room.'
    'BRR - Barrier.'
    'BTE - Boat Entry Point.'
    'CIT - City.'
    'CNV - Road Convoy.'
    'DBR - Debrief room.'
    'FTE - Fighter Entry Point.'
    'FTH - Fighter Hangar.'
    'FUB - Fuel Bunker.'
    'FUF - Fuel Factory.'
    'GMS - Group Master.'
    'GNA - Armored Auto Gun.'
    'GNG - Auto Gun.'
    'GNH - Hard Auto Gun.'
    'HGR - Hangar.'
    'HQT - Headquarters.'
    'MPR - Map Room.'
    'OFC - Officer Club.'
    'RDF - Radar Factory.'
    'RDR - Radar.'
    'RWY - Runways.'
    'SHP - Ship.'
    'STA - Station.'
    'STR - Structure.'
    'TRN - Train.´'
    'TWN - Town.'
    'TWR - Tower.'
    'VHE - Vehicle Entry Point.'
    'VHH - Vehicle Hangar.'
    'VOD - Static object.'