Three Scripts (NovaUVMapper, NovaUVRenderer, SetAlpha)

Edit: I’ve updated Nova UV Renderer!(fixed normal color render mode)

I created these scripts for my use, but perhaps they can be useful to others:

Install psyco for a considerable speed boost:
http://sourceforge.net/project/showfiles.php?group_id=41036

Planar uv mapper with uv packing support.
http://www.myfilehut.com/userfiles/218774/NovaUVMapper.py



~~~~~ Nova UV Renderer
Renders an image from a mesh's uv coords.
Supports padding to prevent edge-bleeding; you can preview the image before saving.

Render modes:
- Normal Color Wireframe
- Normal Color Outline
- Normal Color Fill
- Vertex Color Wireframe
- Vertex Color Outline
- Vertex Color Fill 

http://www.myfilehut.com/userfiles/218774/NovaUVRenderer.py

Requires this PNG encoder(drop this into the scripts/bpymodules folder):
http://www.myfilehut.com/userfiles/218774/png.py



~~~~~ Set Alpha
Sets selected vertice's alpha value and can set the effected faces alpha flag(convenient for GE use).

http://www.myfilehut.com/userfiles/218774/SetAlpha.py


![http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVMapper.jpg](http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVMapper.jpg)    ![http://i14.photobucket.com/albums/a345/Haunted-House/SetAlpha.jpg](http://i14.photobucket.com/albums/a345/Haunted-House/SetAlpha.jpg)

 ![http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVRenderer.jpg](http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVRenderer.jpg) ![http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVRenderer2.jpg](http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVRenderer2.jpg)
![http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVRenderer_2.jpg](http://i14.photobucket.com/albums/a345/Haunted-House/NovaUVRenderer_2.jpg) 
Make sure to reply if you find any of them useful or find a bug!

Its been a long time since I saw someone mention that per-vertex alpha in the Game Engine, nice to see. The UV unwrapper didn’t work well for the mesh I tried it on, but that’s probably normal, I just keeps expecting there to be a script to unwrap things and keep them mostly seamless.

Was your mesh organic? I created the uv mapper for game scene geometry.

you know, you can allways upload this kinda things @ the repository of blenderheads.com :rolleyes:
(and if you have some problems you can allways check out our support forum and tell us about the problem)

Not an organic mesh, more like a door in a doorway, and it put fome faces apart off to the side.

Novaserph, I’m really glad to finally see a script like Nova UV Mapper. The padding doesn’t appear to be having much effect on my results though. I would sure love to see a new version of this script that can create more tightly packed maps. Will you be working on this script more in the future?

Can i render somehow tangent normal with this script?