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[TOOL] Blender 2.5+ WMO import/export script
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Draakbeest:
I get this error when importing! Am I doing something wrong?
--- Code: ---Traceback (most recent call last): File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmo__init__.py", line 65, in execute import_wmo.read(self.filepath) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmoimport_wmo.py", line 51, in read group.Read(f) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmowmo_group.py", line 71, in Read self.mobr.Read(f) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmowmo_format.py", line 1125, in Read self.Header.Read(f) File "C:Program FilesBlender FoundationBlender2.70scriptsaddonsio_scene_wmowmo_format.py", line 17, in Read self.Magic = f.read(4)[0:4].decode('ascii') UnicodeDecodeError: 'ascii' codec can't decode byte 0xd7 in position 0: ordinal not in range(128)
location: <unknown location>:-1
--- End code ---
Kiun:
Thank you for this tool happyhack.
My custom wmos works fine with collision and everything but the script ignores lights/vertex color when exporting.
Any way to add lights to my custom wmos without using m2 light models?
TheBuG:
--- Quote from: "Kiun" ---Thank you for this tool happyhack.
My custom wmos works fine with collision and everything but the script ignores lights/vertex color when exporting.
Any way to add lights to my custom wmos without using m2 light models? --- End quote ---
If I recall correctly, there is currently no way to add lights to custom WMOs.
iindigo:
You could always do it with M2 lights instead of vertex lighting.
Kiun:
Right now I'm trying to add m2 lights as doodads to wmos because they are very buggy for indoors if are added with Noggit or as gameobject.
The problem is that I don't know how to add doodads to custom wmos.
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