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[Blender Add-on] HPL3 Exporter - Printable Version

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[Blender Add-on] HPL3 Exporter - cadely - 02-04-2019

Hey all, here is the Blender addon I made to help streamline my asset process, and I wanted to share in case any current or future modders want to make some use of it:   https://github.com/cadehaley/BlenderHPL3export 

HPL3 Exporter Version 2.1

[Image: OQY35kC.jpg]

This addon allows you to model anything from single assets 
to entire maps within Blender, and synchronize them to an HPL3 engine map, 
automatically creating and configuring textures, material, and entity files 
for a fast iteration process. The script is also capable of removing objects 
from the HPL3 map which have been removed in the Blender scene, exporting
rigged and animated objects, and baking lighting onto scene objects.

Installation (Requires Blender 2.8 or later)

- Copy "io_export_hpl3.py" and the "nvidia" folder to Blender's addons 
directory (".../Blender/2.80/scripts/addons")

- Open Blender, go to Edit > Preferences > Add-ons > Search "hpl3"

- Check box next to "Import-Export: HPL3 Export" and press "Save Preferences"

- Exit window and go to the Tools bar in the left side of the 3D View. Drag 
the width of the Tools bar out to set fields, and press T to hide the tools 
bar at any time. Have fun!

Important Usage Notes

- Give each object a unique name in the asset's "Object Data" panel 
(under the poly triangle icon, not to be confused with the "Object" panel 
under the cube icon).
Example: 

Code:
Object name = "evil_suzanne_by_doorway.005"
Mesh Datablock name = "Suzanne"


On export, the subdirectory and mesh file will take this name ("Suzanne.dae"),
 and having name conflicts in HPL3 can cause the wrong textures to load. 
The "Object Name" does not matter as much, and will be used to name that 
instance of the object when placed in the map.

- Rigged Meshes: Use "Single Export" when you have an animated mesh broken
into separate objects (e.g. shirt, head, hair) that are deformed by the same 
armature (skeleton). Exporting meshes that are deformed by different armatures
to one file/entity is not supported by HPL3 and will produce unexpected results.

- One Texture Set Per Material: When baking multi-material, think of each 
material as having its own UV set. Faces assigned to Material A cannot overlap
in the UV editor with other Material A faces, though it is ok (even recommended) 
for faces assigned to Material B to use up the full UV space, since it won't 
matter if a face from Material A overlaps with a face from Material B.

- Instancing: Use `Alt+D` to create copies of an object in Blender to place 
around a map, since they will point to the same "Mesh" datablock. Using 
Copy/Paste or Shift+D creates a new "Mesh" datablock every time, and therefore 
a new .dae and .dds file on export, leaving you with multiple repeat numbered
 .dae and/or .dds files taking unnecessary space on export.

Troubleshooting


- If texture is black or has black parts, make sure UV faces are
within the square UV boundary. Texture baking requires that each material use
 a single `Principled BSDF` node and that all UV faces lie within UV 
coordinate bounds.

- In the Level Editor, if objects fail to appear after pressing 
the button to reload static object or entity changes, try exiting out of the 
editor and reloading your map to make objects appear properly again.

Bugs

For any questions or to report any bugs, message me @cadely on the [Frictional 
Games Discord](https://discordapp.com/invite/frictionalgames) or on [frictionalgames.com/forum](frictionalgames.com/forum)


RE: [Blender Add-on] HPL3 Exporter - ced117 - 02-06-2019

Thanks for sharing Wink


RE: [Blender Add-on] HPL3 Exporter - cadely - 02-06-2019

(02-06-2019, 10:47 AM)ced117 Wrote: Thanks for sharing Wink

Absolutely!