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Fan-Age converting tutorial!?

PostPosted: Fri Mar 09, 2012 11:58 pm
by Minerva
Hi!

Last time i was doing age creation it was still with the old Blender plugin and the old UruAgeManager. Now since there is Drizzle i have no clue how to use it! I was searching for detailed information about this but i can only find further instructions for the 3DS Max plugin and so on. Is there a "step by step" instruction how to finally get your, in Blender, created Age into URU using Drizzle. Ah i am using Windows 7 and the Pyprp2 beta plugin for blender. Thanks for answers... 8-)

Re: Fan-Age converting tutorial!?

PostPosted: Sat Mar 10, 2012 12:46 am
by J'Kla
I'd be intrested in this for taking ages from Blender 2.45 and Pyprp even if it was details of what and will migrate as in what do I strip out of my age to move it to 3dMax.

There's a couple of comments floating around about reassigning textures has anyone painted the detail on this.

I also have a number of ladders done using alcscript now I have been given to understand they won't migrate to 3dMax but I assume we could move the ladders but not the region associated with climbing them.

So would it be better to leave them behind or port them and add the climbing bit on?

Re: Fan-Age converting tutorial!?

PostPosted: Sat Mar 10, 2012 3:50 am
by Minerva
Ah, i see! I guess all i have to do is copy and paste the exported files into the Uru Dat Folder and link myself with the offline ki into my age!? I tried that. But when i link in, nothing happens...It says:

linking "Player Name" to "Age Name" (unknown Age)...

and then the screen stays dark...nothing happens...

For the note, i used only the few steps made in the Pyprp2 introduction video

http://www.youtube.com/watch?v=4nRbSJlZapM

exported this and tried to run it on Uru.

I checked the Blender console and everything was exported correctly.

Anyone know why that happens?

Re: Fan-Age converting tutorial!?

PostPosted: Sun Mar 11, 2012 5:39 am
by diafero
You don't need Drizzle if you use PyPRP (except for the installation of the Offline KI).
If "/link" starts to link you to that age and then fails, that means that the age is (partially) present in the Uru dat folder, but broken in one way or another. It is hard to find out what remotely.
First of all, could you please make sure that your Uru installation folder lives somewhere within C:\Users\YourUserName?

Re: Fan-Age converting tutorial!?

PostPosted: Sun Mar 11, 2012 11:45 am
by J'Kla
What about sequence prefix clash I seem to remember your fine till you try to link with an age that has a conflict.

Re: Fan-Age converting tutorial!?

PostPosted: Mon Mar 12, 2012 10:57 am
by diafero
That could be the reason, too, right. Uru will delete one of the two ages that clash in their prefix.

Re: Fan-Age converting tutorial!?

PostPosted: Wed Mar 14, 2012 8:22 am
by Rhee
Im my personal experience so far (and its still rather limited haha) I haven't had much trouble actually exporting the age, but the problem sometimes lies in what kind of age you are trying to export. In the Plasma Age department, make sure you set it to Uru CC or Uru POTS age ( i can't remember which of those options is actually there but one of them is haha) because the MOUL age won't work (yet). Then, as you have determined, its a simple case of copying the .fni, .sum, .age, and .prp files to the dat folder in your Uru CC/POTS installation.

I have never managed to get any textures to export with PyPRP2... i've been told that it is possible, but requires plenty black magic. The materials come along fine though, so at least you can set materials to different colours to know what the heek is going on around you.

Another thing to check is what sort of lighting you have exported. It's possible you have actually arrived in your age, but there's no light to see by? Or else, your floor collisions have failed (THAT happened to me frequently at first) and you are in fact plummeting to -2000. The camera is a lot slower than a plummetting avvie (at least i've found that to be true) so maybe that's the problem.... try enabling flymode once you think you've arrived and see if that helps.

That's all I can suggest.... i'm no wiz, but these are some of the things I've personally come up against in trying to visit an age i've exported! Hope you can sort out the troubles soon :)

Re: Fan-Age converting tutorial!?

PostPosted: Wed Mar 14, 2012 9:24 am
by dendwaler
A few very simple, but fully functional example ages can be found in the wiki and in the forum as well.
These ages are working and can be exported directly after you opened them in Blender.
If these example ages are working for you then at least you know that you understood the export process itself.
Then you can concentrate on the differences in the settings in the example versus your own first age.
All the example ages are written, to be used in Blender 2.49b with PyPRP (1)

Re: Fan-Age converting tutorial!?

PostPosted: Thu Mar 15, 2012 3:22 am
by J'Kla
Rhee wrote:Im my personal experience so far (and its still rather limited haha) I haven't had much trouble actually exporting the age, but the problem sometimes lies in what kind of age you are trying to export. In the Plasma Age department, make sure you set it to Uru CC or Uru POTS age ( i can't remember which of those options is actually there but one of them is haha) because the MOUL age won't work (yet). Then, as you have determined, its a simple case of copying the .fni, .sum, .age, and .prp files to the dat folder in your Uru CC/POTS installation.

I have never managed to get any textures to export with PyPRP2... i've been told that it is possible, but requires plenty black magic. The materials come along fine though, so at least you can set materials to different colours to know what the heek is going on around you.

Another thing to check is what sort of lighting you have exported. It's possible you have actually arrived in your age, but there's no light to see by? Or else, your floor collisions have failed (THAT happened to me frequently at first) and you are in fact plummeting to -2000. The camera is a lot slower than a plummetting avvie (at least i've found that to be true) so maybe that's the problem.... try enabling flymode once you think you've arrived and see if that helps.

That's all I can suggest.... i'm no wiz, but these are some of the things I've personally come up against in trying to visit an age i've exported! Hope you can sort out the troubles soon :)


I think you have the wrong end of my stick it sounds like you are on about exporting to Uru not to the other age creation packages.

dendwaler wrote:A few very simple, but fully functional example ages can be found in the wiki and in the forum as well.
These ages are working and can be exported directly after you opened them in Blender.
If these example ages are working for you then at least you know that you understood the export process itself.
Then you can concentrate on the differences in the settings in the example versus your own first age.
All the example ages are written, to be used in Blender 2.49b with PyPRP (1)


And this sounds about the absolute hardest way of going about things ;) While I must admit it does show you some fine examples of what will export there is no garuantee that I've created something in one of my ages that will export that just happens not to be in any of the examples.

I have managed to get my head around the method and I have exported ages into 3dMax so that that part works but I have to disable huge chunks of import to get it to work. Now it could be that all I need to do is delete something like click regions or for example am I ok importing ladders without the click region or am I better creating the whole ladder from scratch within 3dMax. When you consider Enobmort has about 80 ladders.

A case of absence of evidence is not evidence of absence as the archeoligists say.

The aim is to strip out of my age the bare minimum before I export to 3dMax and a tutorial that I can use as a guide when it comes to restructuring within 3dMax (ie. a description of reassigning textures) The task will be daunting as it is without adding work I can sidestep.

Re: Fan-Age converting tutorial!?

PostPosted: Fri Mar 16, 2012 8:43 am
by Rhee
J'Kla wrote:
Rhee wrote:Im my personal experience so far (and its still rather limited haha) I haven't had much trouble actually exporting the age, but the problem sometimes lies in what kind of age you are trying to export. In the Plasma Age department, make sure you set it to Uru CC or Uru POTS age ( i can't remember which of those options is actually there but one of them is haha) because the MOUL age won't work (yet). Then, as you have determined, its a simple case of copying the .fni, .sum, .age, and .prp files to the dat folder in your Uru CC/POTS installation.

I have never managed to get any textures to export with PyPRP2... i've been told that it is possible, but requires plenty black magic. The materials come along fine though, so at least you can set materials to different colours to know what the heek is going on around you.

Another thing to check is what sort of lighting you have exported. It's possible you have actually arrived in your age, but there's no light to see by? Or else, your floor collisions have failed (THAT happened to me frequently at first) and you are in fact plummeting to -2000. The camera is a lot slower than a plummetting avvie (at least i've found that to be true) so maybe that's the problem.... try enabling flymode once you think you've arrived and see if that helps.

That's all I can suggest.... i'm no wiz, but these are some of the things I've personally come up against in trying to visit an age i've exported! Hope you can sort out the troubles soon :)


I think you have the wrong end of my stick it sounds like you are on about exporting to Uru not to the other age creation packages.


Sorry J'Kla, I should have indicated more clearly that I was responding to Minerva's situation spoken of in the third post on this thread (where linking to newly exported age does not work out quite right). I haven't got the foggiest idea what is needed to export an age to another building platform because I've just hardly learned how to get PyPRP2 exporting for use in Uru :)