I've written a tool in (mostly) Python that allows model builders to import STL polygonal meshes into Empyrion blueprints for use as a starting hull for large-scale builds. You can find the Steam community thread here: http://steamcommunity.com/app/383120/discussions/8/343786195673053843/ I've recently added a GUI (Written in C# on WPF) that works with a packaged binary version of the Python script to ease the getting-started pains for new users. All code and releases are hosted on GitHub: https://github.com/Riebart/EmpyrionGSTools I'd love feedback and, if you're feeling ambitious, contributions on the GitHub project. Create issues for new feature requests that you'd like to see, that way it's easy to keep track of things.
I am an EVE online player myself for over 12 years now. I find this tool interesting and I would love to give it a try and import ships like freighters fighters bombers etc on Empyrion, but.... No .exe is included in the project......How do we use it? Is there any step by step guide? Where do we have to run the commands you give in the example? Do we open console on the directory we unizip the "EmpyrionGSTools-master" ? Anyway, since Triexporter does not work anymore I managed to find and use a zip file with the ship exported all together hosted in Chribba's EVE online files. But what next? An extended detailed help is needed and apriciated. We are not all programmers you know.
Riebart, you might want to make a front end loader that checks if Python is installed and if it is present, execute the script. If not, provide the website to download it. This might be easier than explaining how to run it. Just a thought sir.
or just use py2exe to create an executable... I still havent figured that one out but a google search says that is the best answer
Update: Turns out the Python project I was working on was in 3.5 which is NOT compatible with py2exe Good news though, pyinstaller also creates executables from python scripts and It worked on My program. Who would have thought Python 2.7 and Python 3.5 are not Compatible with each other? so to answer figure out which version of Python it is written in then download the python.exe for that version of python and you can run it... Unless I completely misunderstood what is going on here.
This tool should be stickied, I would have found it easily if it was instead of me opening a thread to ask if there was such a tool to convert 3d models into blueprint files.
Doesn't work huh? then how do you explain me being able to convert one of my models into this? http://steamcommunity.com/sharedfiles/filedetails/?id=962235905 ignore the broken images I tried to embed, the forums here seem to have broken img embedding regardless the program works though a bit roughly, will have the fine tune the blueprints since the program doesn't make use of all the blockshapes the game currently supports. The larger you make the size of the blueprint the more blocks there are but also a much larger area is used and the game does wonky things when ships get too big. Smaller numbers means less details gets filled out by the program while larger numbers means the program adds more details and keeps the general shape of the model in the conversion process.
Epic tool. Is there option to fill model instead hollow though? Or build walls inside like they are in model? EDIT: found first part.
Does work this tool, little complex in getting it all working but it does work, I have tested it with many very large imports and it doesn't do a bad job, but the larger the project the more ''cleaning up'' you will do, to the point where some shapes are actually faster to build from scratch. If you have a complex shape, say like the Shadow vessels out of Babylon5 then its absolutely an awesome mod program, if you just cant build at that scale, for you it also will be awesome, and if you just a little lazy sometime, like we all get from time to time, it will help you also. No the pic in my sig is not made like this, its over 6 grids long and all hand made but I wonder.......LOL !
Yea sorry mate Im no expert with 3d imports, I just asked on his page and he made me a couple maybe ask on the forums, in a new thread, see if anyone takes it up, someone usually does. If I remember right he uses Python yes ? Maybe read about it and see if its in your grasp. Also if you search this forum and Steam forum you might find where he first posted it, I cant remember how detailed his instructions were but it might be worth finding.
I've actually figured out a decent amount on the useage of this tool if you ever want to try it. The most important part is to make sure the model is positioned in the right direction before you save it and convert it. I only use the 3D model editing program packaged with windows and it works great. Positioning is key, after that you can modify just a few options on the converting tool to set the size and if you want corner blocks to help fill in the shape.
I did try again this time with blender, re-positioning the model but all it does is crushing the game every time i try to select the blueprint made by the tool in the blueprint library. Even whey i try to spawn it it shows the message for email and quit the game continue etc. When I spawn it only the base block of the type of vessel it is supposed to be appears.
Okay you have to hit continue when u get that message. The tool automatically gives each converted structure an sv/hv block type. Meaning the game freaks out n thinks the bp is bad. Once spawned in game you have to replace all blocks with the desired block type via the replaceblocks command.
After all that is done resave the bp and you will have no errors. Apologies for being lazy btw, tonight ill make a video on its use on what ive figured out
I would have done the replace move but alas, the spawned vessel has no more blocks than the starter ones!!! Looking forward for that video. I must be doing something wrong.