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About Me

Found 1 result

  1. Version 0.0.1

    3 downloads

    An addon for Blender 4.3.0 (also tested with 4.4.3) to import and export the .msh, .bn (.bbx goes together) and .ani files for RF Online. The entity (R3E) and map (BSP) formats are import only. Import operations work with drag and drop. There is code for exporting the BSP format inside the addon code but it is deactivated due to being incomplete. It only reaches so far as actually exporting walkable map geometry (with the BSP structure also built) and baking+exporting the light maps. Unfortunately, Blender proved to not be very suitable for the task of actually being a complete map editor for RF Online, mostly due to complexity issues with the .SPT particle format and other desirable features that would be hard to implement into it, such as mob spawn areas and portals. The R3M materials are also quite hard to simulate, since the original engine rendered the same mesh multiple times for each texture layer they had. It is possible to reactivate the feature by manually uncommenting the three commented lines in the bsp.py's menu_func_export, register and unregister functions. Expect no support for this feature, as the more proper solution would be writing a proper dedicated software. Current Features: MSH (Mesh) Import: Imports .msh static meshes (Standard and MESH08 formats). Automatically attempts to find and assign textures by looking for DDS files referenced in the mesh or by searching .RFS archives in expected relative paths (../Tex/). MSH (Mesh) Export: Exports selected Blender mesh(es) to .msh format (Standard or MESH08). Handles vertex data, UVs, weights, and bone assignments. The export ignores any collection with the name "bone shapes". BN (Skeleton) Import: Imports .bn skeleton files. Reads bone hierarchy and rest poses. Automatically looks for the corresponding .bbx file (must be same name, same folder) to get the proper skeleton name. Creates Blender Armature objects. Also imports custom bone shape geometry if defined in the BN file and creates mesh objects for them, assigning them as custom shapes in Blender. BN (Skeleton) Export: Exports a selected Blender Armature to .bn format. Calculates and exports the corresponding .bbx file with skeleton name and bounding box. Exports custom bone shape geometry if assigned. ANI (Animation) Import: Imports .ani animation files. Applies animations to compatible Armatures and/or Objects based on names found in the ANI file. Creates Blender Actions. Option to target selected objects or objects within a collection matching the ANI's base name. ANI (Animation) Export: Exports Blender Actions to .ani format. Bakes complex animations (constraints, drivers, NLA) before export. Options to export the active action, actions from selected objects, actions from the active collection, or all scene actions. BSP (Map) Import: Imports .bsp map geometry. Reads associated .r3m (materials), .r3t (textures), and .ebp (entities, collision) files (must be same base name, same folder). Locates entity assets by parsing .rpk archives found in ../Entity/ relative to the BSP's directory. Instantiates map geometry, materials (replicating many R3M effects), and R3E entities. Includes an option to import and display LDR lightmaps from Lgt.r3t files. There is also an option for creating a visualization of the actual BSP structure of the map by creating boxes with the nodes' dimensions and leaves with the appropriate geometry, however this will most certainly make the Blender scene run very slow (this option is not necessary to see the actual map at all if that's what you want). R3E (Entity) Import: Imports .r3e files together with their associated .r3m and .r3t files. Also imports animations, if present. Installation: Download the repository as a .zip file. Or simply download the embed file here. In Blender, go to Edit > Preferences > Add-ons. Click Install... and select the downloaded .zip file. Enable the "RF Online importer/exporter" addon by checking the box next to it. Dependencies (only necessary if you want to manually try the BSP export option) DDS Export (.bsp): Exporting BSPs requires ImageMagick to be installed and accessible in your system's PATH. The addon uses it to convert textures to DDS format. Download from: https://imagemagick.org/script/download.php Important: During installation, ensure you check the option to "Install legacy utilities (e.g., convert)" as the addon uses the magick convert command. How to Use: Import: Find the RF Online importers under File > Import > ... (MSH, BN Skeleton, ANI, BSP, R3E). Export: Find the RF Online exporters under File > Export > ... (MSH, BN Skeleton, ANI). Operator Options: Each operator has options. Pay attention to options like: MSH Export: Mesh Format to Export (Standard/MESH08), Collection Type to Export. ANI Import: Apply to Selected Objects, Ignore Not Found Objects. ANI Export: Action(s) to Export. BN Export: Export only selected. Debug options are available for troubleshooting. If turned on, open Blender's console to see the messages. Expected File Structure & Naming Conventions The addon relies on specific file names and relative folder locations to find associated assets: BSP Import (map.bsp): Needs map.r3m, map.r3t, mapLgt.r3t (optional), map.ebp in the same folder. Needs entity RPK archives (e.g., entity.rpk, monster.rpk) located in ../Entity/ relative to the map.bsp folder. The addon parses these RPKs to find the .r3e, .r3m, .r3t, etc., files for map entities. MSH Import (mesh.msh): Will look for texture paths defined within the MSH. If not found directly, it attempts to find textures in .rfs archives located in ../Tex/ relative to the .msh file's folder. BN Import (skeleton.bn): Needs skeleton.bbx in the same folder to read the proper skeleton name and overall bounding box. Export Naming:MSH Export: Selected Objects: Uses the filename you provide in the export dialog (e.g., my_export.msh). Active Collection / All Collections: Uses the collection name as the base filename in the selected directory (e.g., exporting a collection named "Props" to D:/Exports/ results in D:/Exports/Props.msh). Any collection named "bone shapes" is ignored and not exported when present. This is done to prevent the exportation of bone shapes as new .msh files. BN Export: Similar to MSH Export (uses selected armature name or collection name). Writes both .bn and .bbx files (e.g., skeleton.bn, skeleton.bbx). ANI Export: Uses the Blender Action name as the filename in the selected directory (e.g., an action named "Walk_Cycle" exports as Walk_Cycle.ani). Current Limitations / Disclaimer: BSP Export is DISABLED: While the addon includes the code for that, the operator to export a full .bsp map (including geometry, materials, entities, and baked lightmaps) is currently disabled in this release. BSP export is extremely complex, and this feature is incomplete. Performance: Importing very large maps or exporting complex scenes may take time due to Python processing. You can see the importing progress if you've opened Blender's console before importing a map. R3M Effects: While many material effects are replicated using shader nodes, perfect 1:1 visual parity with the original D3D8 fixed-function pipeline can be challenging. MSH exporter does not export effects currently. Download Link: https://github.com/Cardboard-box-a/cbb-rf-online-addon (download the repo as a zip), or the file embed here. Bug Reports/Suggestions: [The github's Issue page might be more suitable for keeping tracking of possible issues] Overall the import part of the addon expects that you are using it to import files from a real game client, with the original folder structure. Meshes, for example, can be imported without their associated textures if the original folder structure is not present. The .MSH exporter splits meshes that have more than 65k vertices automatically which has been tested by the .msh importer itself, but actual experience in the game is welcome to be known. Uploaded in this post itself is a zip containing ImHex patterns for some of the file formats I've worked on. Hopefully this addon will prove useful for creating custom content for such an old game, or at least to satisfy the curiosity of what the game looks like behind the curtains. Patterns.zip
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