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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Thu Feb 02, 2017 2:05 am 
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I got an request on blender script can you add batch model import? Importing 1 by 1 sorta slow. Until Bladers guy releases his tool i will uses blender script.

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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Thu Feb 02, 2017 2:50 am 
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This was never meant to be some kind of bulk import tool or mass converter. And I can't turn it into that. Sorry.

You can look at a guy's post here: viewtopic.php?p=125912#p125912
He made a script to import in 1000 files in one go for this game. but that game is a lot lower poly meshes. Frankly I think after 10 blender will crash. So use at your own risk, I won't offer support on this type of thing.


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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Thu Feb 02, 2017 8:04 am 
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volfin wrote:
This was never meant to be some kind of bulk import tool or mass converter. And I can't turn it into that. Sorry.

You can look at a guy's post here: viewtopic.php?p=125912#p125912
He made a script to import in 1000 files in one go for this game. but that game is a lot lower poly meshes. Frankly I think after 10 blender will crash. So use at your own risk, I won't offer support on this type of thing.


Yes i saw that but unfortunately i can't do that as not skilled in Blender Script making. If he adds support for this game then sure.. As of the moment i am porting the map manually into an GTA Style it be fully explorable. I did research and have a rough idea how to get placements from .META files from each file in separate placement type files and have an 3DS Max script to place them objects. Every .META file contains coordinates of X,Y,Z and Rotations. Me and a few buds going to get it possible.

Examples:

Bounding Box:
Code:
"objectType":
"r::BoundBox",
"objectVersion":
1,
"m_vMin": "-2.9424445629119873 -4.3495821952819824 18.573249816894531",
"m_vMax": "0.11948671191930771 4.5004186630249023 28.464319229125977"


Few other interesting things i found in the .META files. Hope this sparks some interest as it can be used to re-import new maps in Quantum Break aswell.


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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Fri Jul 28, 2017 5:16 am 
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Can anyone tell me why this plugin doesn't import the skeleton bones anymore in blender. Also when i export to fbx and import to MAX they don't show up..


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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Fri Jul 28, 2017 5:10 pm 
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it still does, nothing has changed. You must be doing something wrong.


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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Fri Jul 28, 2017 8:59 pm 
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volfin wrote:
it still does, nothing has changed. You must be doing something wrong.


using blender 2.78 and 2.27 and max 2016 and 2018.
maybe being out the game for over a year has made me rusty. but it doesn't look right. the bones are not available in 3ds max.
here's a pic of my process below.
Image


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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Fri Jul 28, 2017 9:19 pm 
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oh I don't know about 3ds max, but it should still work for blender. I only made the blender plugin.


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 Post subject: Re: [PC] Quantum Break .RMDP
PostPosted: Fri Jul 28, 2017 9:24 pm 
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volfin wrote:
oh I don't know about 3ds max, but it should still work for blender. I only made the blender plugin.


the skeletons used to show up using the older version of the plugin when i export FBX from blender and import into 3d max.

now i wonder how UberBlack got the latest version to work when he export FBX from blender and import FBX into max.



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