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Releases: Krunklehorn/io-scene-gzrs2

io_scene_gzrs2 v0.9.7.3

03 Feb 09:20
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  • 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

16 Jan 03:20
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  • 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

05 Dec 02:03
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  • 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

17 Sep 05:44
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  • 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

29 Mar 18:47
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  • 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

27 Aug 23:18
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  • 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

10 Aug 21:00
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  • 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

25 Sep 17:00
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  • 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

21 Apr 00:33
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  • (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

15 Apr 12:28
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  • Fixed silent fail when attempting to hide BspBounds collection
  • Fixed double dds extension causing issues parsing some texture paths
  • Other minor bugfixes