Releases: Krunklehorn/io-scene-gzrs2
Releases · Krunklehorn/io-scene-gzrs2
io_scene_gzrs2 v0.9.7.3
- NEW: .rs export, yes, that's full map export!
- Currently in beta, works fine for small, boxy test maps
- Check the GitHub page for requirements and known issues
- NEW: World lightmap selector and "Prepare for Bake" operator
- Sets the active image texture node of all world materials
- Sets the active UV channel of all world meshes
- Disables the lightmap mix
- Marks the selected image as a fake user
- Fixed .rs import 'Bake' mode
- .col import now reads both solid and hull collision geometry
- .col import can now read cut planes for debugging
- Other minor fixes
Hotfix v0.9.7.1:
Update v0.9.7.2:
- NEW: A tutorial for all basic mapping features has been written
- This includes geometry, collision, materials, lights and lightmap baking
- Read it on the Github page
- NEW: Partition planes have been added to perform tree cuts manually, similar to Radiant/Hammer "Hint" brushes
- NEW: World meshes can now be set as "Detail" meshes
- This prevents the geometry from being considered by the tree cutting process
- Use this for things like boxes, barrels, telephone poles, lamp posts, vehicles and other details to optimize your map and speed up compile time
- Not recommended for tall buildings or any geometry lining the map's boundary
- Added null checks for the world lightmap image field
- Added a switch to purge unused files during .rs export, preventing collisions with data from previous exports
Hotfix v0.9.7.3:
io_scene_gzrs2 v0.9.6.3
- 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
Hotfix v0.9.6.1:
Hotfix v0.9.6.2:
Hotfix v0.9.6.3:
io_scene_gzrs2 v0.9.5.2
- NEW: .ani import support for GunZ 1 versions: 0x0012, 0x1001, 0x1002 and 0x1003
- Animations become Actions, manage them with the Timeline or Dopesheet areas, combine them using NLA tracks
- Per-object visibility is controlled through the object's viewport alpha channel (Object -> Viewport Display -> Color)
- Bone type: Animates the selected armature's bones, disconnects bones to allow translation, controls bone position and rotation, but not scale
- TM type: Controls object world space matrices, supports scaling but does not support parenting
- Vertex type: Adds absolute mode shape keys, animates by keying Evaluation Time, may fail for meshes with duplicate or overlapping vertices
- NEW: .nav import & export support
- When exporting, automatically triangulates quads and ngons however, users should do so manually for best results
- When exporting, selected mesh must be manifold
- NEW: Material guidelines for .elu export have been simplified, see the GitHub readme!
- NEW: Reconfigured shader nodes and implemented material presets
- NEW: Added material info to the Realspace panel
- Simplified texture searching, renamed 'Smart' texture mode to 'Brute'
- Implicit effects now control additive rendering ('ef' and 'ef' prefixes)
- Sky objects no longer catch rays ('obj_sky_' and 'obj_ef_sky' prefixes)
- Mesh nodes beginning with "Dummy" are now treated as bones
io_scene_gzrs2 v0.9.4.2
- NEW: Blender 4.2.1 support, now LTS and stable, we will remain on this version until further notice
- NEW: Custom UI panel for controlling Realspace material parameters, less node wrangling
- NEW: Proper sub-material and empty slot parsing for GunZ 1 .elus
- NEW: Simplified transparency workflow for both .rs.xml and .elu materials
- DITHERED = Alpha-testing / Alpha-blending
- BLENDED = Additive Blending
- See the GitHub page for more details
- NEW: Texture search modes and fake loading for missing textures
- Be sure to specify a working directory in addon preferences after installing
- Smarter material matching
- Silenced cleanup reports and made warnings and errors more obvious
- Ensured working directory is path, made setup instructions more obvious
- Fixed .rs AABB sounds getting skipped
- Fixed .elu import UnboundLocalError when weight groups reference bones that don't exist
- Fixed .elu export orientation issues when working with attached mesh objects
- Fixed .elu export cloth data suddenly becoming immobile
- Fixed .elu incorrect material power
- Other minor fixes
- New Known Issue: some .elus with reversed winding-order/flipped normals (woman-parts27)
- New Known Issue: some .elu map materials with incorrect flags that should be overridden by their .rs.xml counterparts
io_scene_gzrs2 v0.9.3.2
- NEW: Blender 4.1 support!
- NEW: GunZ 2 retail .elu import support! 0x5012, 0x5013 and 0x5014
- Not guaranteed to work with RaiderZ content
- Fixed a hang when loading some .elus without logging enabled
- Fixed return handling for .elu versions < 0x500D
- Split upward directory search limits
- Other minor bug fixes
Includes hotfixes:
io_scene_gzrs2 v0.9.2
- NEW: .elu version 0x0 and 0x11 import support
- NEW: .elu export support
- Elu meshes now support multiple material slots
- Elu meshes now include cloth physics data as color attributes
- Elu materials now include...
- empty texture nodes for missing textures
- value nodes for material ID, sub-material ID and sub-material count
- RGB nodes for ambient, diffuse and specular colors
- Elu logging now includes extra min/max information for some fields
- Users are now warned if an .rs, .elu, .col or .lm file has bytes remaining after a successful read
- Naming conventions are a bit tidier
Latest hotfix: v0.9.2.1
- Experimental: compiled C library adds multithreading support during lightmap export
- compiler -> gcc
- triplet -> x86_64-w64-mingw32
- should automatically catch and fallback to Python if anything goes wrong
- Smarter and faster texture search now successfully finds even more textures
- Fix for invalid xml textures (Snow Town)
- Other minor fixes and tweaks
io_scene_gzrs2 v0.9.1
- NEW: GunZ 2 scene.xml, prop.xml and .cl2 support
- NEW: GunZ 1 .lm support, both import and export
- NEW: Experimental .col cleanup recipe
- Improved .col import discards non-hull geometry
- Improved resource caching reduces load times
- Improved material logic prevents unnecessary duplicates
- Fixed issues with negative material IDs in GunZ 2 .elus
- Fixed issues with white halos on alpha textures in render mode (Town)
io_scene_gzrs2 v0.9.0
- NEW: major elu support, versions 0x5004 - 0x5011 may be loaded independently including skinned actor meshes
- NEW: rs and elu support for GunZ 2 alpha content
- NEW: smart texture search checks local, relative and upward paths and supports non-dds formats
- rs UV layer 2 is now included
- prop dummies are now skipped and all props are loaded whether they have a corresponding dummy or not
- materials can now be both transparent and additive, clipped alpha testing is also supported
- fixed broken prop orientations (Factory, Mansion, Halloween Town, etc.)
- fixed operator switches overwriting each other on subsequent imports
- fixed issues with file paths on posix systems thanks to Nayr
- removed local copy of minidom
- additional log switches have been setup
- additional material flags are recognized
io_scene_gzrs2 v0.8.2
- (Very) basic .elu support, no .ani parsing or skinned meshes yet
- tested on all models loaded in vanilla GunZ maps
- some issues with orientation on a case-by-case basis (Factory, Mansion, Halloween Town etc.)
- Map geometry now actually truly does load custom normals this time I promise
- Added new switches for logging information to the console
io_scene_gzrs2 v0.8.1
- Fixed silent fail when attempting to hide BspBounds collection
- Fixed double dds extension causing issues parsing some texture paths
- Other minor bugfixes