GunZ: The Duel RealSpace2/3 content importer for Blender 4.2.x LTS.
Intended for users wishing to visualize and modify GunZ content or prepare the data for a modern game engine.
Please report bugs and unimplemented features to: Krunk#6051
RaGEZONE thread: https://forum.ragezone.com/f496/io_scene_gzrs2-blender-3-1-map-1204327/
Don't update Blender's major version. This plugin will only support the v4.2 branch until further notice.
ONLY WORKS WITH BLENDER 4.2.x!! >> DOWNLOAD v0.9.6.1
- NEW: Object types! .rs and .elu import overhaul!
- Artist friendly UI panels, no more string tags!
- Empties, meshes, lights, cameras and more!
- Content imported from previous versions will NOT be compatible, sorry!
- Look for more 'Realspace' panels to see what controls are available!
- NEW: Light overhaul
- Removed 'tweaks' and simplified
- Dynamic lights hidden from render by default
- New translation layer retains Realspace values in preparation for .rs export
- Added UI controls for lightmap mix, mod4 fix and light recalculation
- Phased out light drivers in favor of a UI panel for light translation, fog and other global settings
- NEW: Automatic material ID handling!
- IDs and sub-IDs are now abstracted behind 'Priority', all of which you can safely ignore
- Material type, base/sub distinctions are now implied by things like slot order and parent-child relationships
- Don't panic if warnings appear in the material panel, just follow their instructions
- Many, many checks are in place to help guide you and you can always message Krunk#6051 for support
- NEW: Better texture path controls, no more labeling image texture nodes!
- NEW: flag.xml and smoke.xml support
- Exposed shader emission and renamed 'Power' to 'Exponent'
- Converted occlusion planes to image dummies
- Fixed data directory processing for Linux paths
- Fixed lightmap uvs for atlased lightmaps (Citadel)
- Fixed .elu power values
- Phased out lightmap export atlasing, better to just increase texture resolution
- Phased out isEffects and UV layer 3
- Other minor fixes
- Fully supported filetypes: .elu, .ani, .col, .cl2, .nav
- Mostly supported filetypes: .rs, .lm
- Partially supported filetypes: .scene.xml, .prop.xml
- Displays world geometry, collision and navigation data using mesh objects
- Displays bsptree and octree bounding boxes, occlusion planes, sounds, spawns, powerups and other dummies using empties
- Approximates fog using a volume scatter or volume absorption shader
- Reinterprets light data to be useful in Blender
- Displays lightmaps using a linked node group for quick toggling
- GunZ 1 version 0x5007
- Supports both static and skinned meshes
- Automatically triangulates quads and ngons
- Exports smooth normals if custom split normals are included
- Exports bone weight data from vertex groups
- Exports UV data from UV channel 0
- Exports cloth physics data from color attribute channel 0
- Requires mesh objects be of type 'Prop'
- Requires empties be of type 'Attachment'
- Requires valid materials in each slot, if present (see below)
- Requires bones be contained in an Armature object
- Requires Armatures be linked using an Armature modifier (not parented!)
- Requires vertex groups corresponding to bones by exact name (case-sensitive!)
- Requires unique names for all bones across all linked armatures
Materials have changed! No more node wrangling, it's all handled by presets! =)
The plugin adds a custom "Realspace" panel in the Material Properties view. (see above) The panel provides a live report on what data will be written if exported. To modify the overall look of a material, use the "Change Preset" button.
Some parameters can be configured for special behavior:
Parameter | Controlled By | Details |
---|---|---|
Texture / Alpha Path | Override Texpath / Write Directory | |
Twosided | Material Properties -> Viewport Display -> Backface Culling | |
Additive | Change Preset -> Additive | |
Alphatest | Change Preset -> Tested | Configure the Threshold value of the Math: Greater Than node |
Use Opacity | Change Preset -> Blended | Must have a valid texture in the Image Texture node |
Is Animated | File name of the connected texture | |
Frame Count / Frame Speed / Frame Gap | File name of the connected texture |
- Automatically triangulates quads and ngons
- For best results, user should do so manually
- Selected mesh must be manifold
- overwrite only
- supports image data as well as UVs
- requires a GunZ 1 .rs file for the same map in the same directory
- UV export requires an active mesh object with valid UVs in channel 2
- includes experimental "version 4" for bugfixes and DXT1 support (thanks to DeffJay)
- version 4 lightmaps take less space and load faster, resolutions up to 8k are now viable
- for private servers only, v4 lightmaps do not work with vanilla GunZ
- contact Krunk#6051 for information on how to implement this
- GunZ 1: alpha .elu versions: 0x11, 0x5001, 0x5002 and 0x5003
- GunZ 1: lightmap export UV generation
- GunZ 2: .env.xml support
- GunZ 2: embedded scene hierarchies (ex: props with attached lights)
- GunZ 2: texture composition layers (terrain)
- GunZ 1: handful of .elus with improper bone weights (woman-parts_eola)
- GunZ 1: some elus with reversed winding-order/flipped normals (woman-parts27, woman-parts_sum08, woman-parts_santa, etc.)
- GunZ 1: some maps with a ton of skipped dummies (Halloween Town)
- GunZ 2: some objects are not oriented correctly (spotlights)
- GunZ 2: embedded scene hierarchies are not parsed yet (lighting_candlestick_y02, lighting_chandelier_g01, etc.)
- GunZ 2: materials do not support composition layers yet (weird colored terrain)
three-gunz
open-gunz
rahulshekhawat
x1nixmzeng, ThePhailure772, Lotus & coyotez1n
Nayr438
DeffJay
HeroBanana
Ennui
bastardgoose
Menotso
Milanor
Sunrui
Foxie