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Help with BLENDER needed!

Started by Redsky, June 22, 2007, 06:51:50 PM

Redsky

Well I got blender 2.44 + Python 2.5, I tryed all kinds of importer/exporter - none of them work, but   this one . This worked,  But :

1. it doesnt convert animation(its not animated)!!!

2. i dont know how to apply defult textures to mash,(i know how to uv map in blender)

Can anyone help me? (sorry for my grammar and orthography).
I would be very grateful :)
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.f0rqu3

https://svn.sourceforge.net/svnroot/tremx/trunk/blender/
you need all 4 files in your script folder
it doesnt need python on 2.43, does need python on 2.44

tyranis


Redsky

You are my hero! Animation works!!!!  :)
every thing works, but creating materials - cant load images...
I dont realy understand what that mean(i tryed to import basilisk):

'Unable to load image for level1
scene.link<ob> deprecated!
use scene.object.link<ob> instead'

...and what should i do?
(I just started working with Blender and im not familiar with all expressions, but modeling goes pretty well i guess)



Thank you very much for your help!
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.f0rqu3

select the material, load the image manually

doomagent13

I have blender, and I have all 4 files.  Where do I put them?  I am on a MAC and the only '.blender' folder is one I manually created.

Please, help me.

EDIT:
I have found a workable solution, but it does not have md3 import.

Redsky

Thank You, .f0rqu3.

Importing is no secret to me now 8)
But as i started new project i need some help with exporting to md3:
1. The animation, whan model is imported every frame in its animation has different shape key(frame1=>shape key1) whan exporting model can it be different way(I mean makeing animation frame by frame is very hard to do... cant i use one shape key like "leg_up" and use Ipo Curve Editor for making smooth animation)

2. UV maping, is there a way of maping only one side of model and copy it onto other side(just like models in Tremulous are textured)
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tehOen

example:
fletch model composed of 2 objects fletch_wings and fletch_body
fletch_wings has material fwings_mat
fletch_body has material fbody_mat
skeletal animation is used for the animations and it has 885 frames
(but exporter doesnt care about the animation technique you used. it just pushes vertex locations to the md3 for each frame )
so I first select those objects - fletch_wings and fletch_body - to be exported
set frame counter to 885
export to md3
it will asks for the texture path: models/players/fletch/
so in the md3 shader path for
fletch_wings is models/players/fletch/fwings_mat
fletch_body is models/players/fletch/fbody_mat

this means you can use
models/players/fletch/fwings_mat.jpg or
models/players/fletch/fwings_mat.tga or
models/players/fletch/fwings_mat as a shader and use any texture/effect with it

Redsky

Quote from: tehOen
(but exporter doesnt care about the animation technique you used. it just
that means i can even use armature for animating?

And the maping and shaders thing, havent really understood it :(
Edit: and will doblesided texture work??
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tehOen

model is uv mapped using material blah and image blahblah.jpg
exporter asks you for the path you enter
models/players/plah/
when you test the model it will need models/players/plah/blah
(no extension so it can be anything tga, jpg, shader. since you already have blahblah.jpg rename it to blah.jpg- copy to models/players/plah/)

you can take a look at openarena model source .blend file.

Redsky

i think i understood now.
but can i use armature for animation(bones)
and is there a way of checking ingame if eg. mapping is good... can i check my models without scripts??

Thank You! :)
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tehOen

Quote from: Redskyi think i understood now.
but can i use armature for animation(bones)
and is there a way of checking ingame if eg. mapping is good... can i check my models without scripts??

Thank You! :)
umm what?
/testmodel [model name]
open console for the warnings

and yes you should use armature

Redsky

where should i put a model to test it?
sorry for this noob questions but i just cant find any answer on forum. :oops:
Thank You for your help so far.
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Plague

I believe it's base\models\filename.

Redsky

Unknown command 'testmodel'=.=  <= i know im doing something wrong
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durand

This really should be stickied....

Redsky

]/testmodel Vandal
Can't register model
]

Thats what i get. Please i need help badly.
(i know that i was pain it the ass lately but i realy want to finish animation+UV in Vandal model)

Thank You.
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tehOen

/testmodel models/mapobjects/vandal.md3
you need to write full path relative to base (or whatever your fs_game is)

Redsky

Thank you for your help so far tehOen
but still it tells me something like 'cant register':(
what do i do:

1.i export model to:
C:\Program Files\Tremulous\base\models\mapobjects\vandal\vandal.md3
than give shader path:
C:\Program Files\Tremulous\base\models\mapobjects\vandal

2.than copy texture in that folder, rename it to 'vandalm'(name of material i used in blend)

3.than I lunch Trem, I open consol and type in '/devmap atcs'

4.than '/testmodel models/mapobjects/vandal/vandal.md3'

and i get: 'cant register model'
(Testing for eg. battpack, or jetpack(I used '/modellist' for finding the path) was working)
if you cant help me, than maybe i should upload my model and give it to someone who can test it.
I dont want to start doing animations not knowing even if my model will be ok for trem.

Thank You!
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tehOen

sorry forgot about one thing either you need to set sv_pure to 0
or keep the model in a pk3

Redsky

so i should pack 'models' to .zip and change it to .pk3
or type in '/set sv_pure 0'(?)
Edit: hehe, i put it into .pk3 and it worked :)
its not perfect so i will continue to post questions here
THANK YOU SOOOOOOOO MUCH! :)


Edit2:so i did as i wrote,
now here what i see:


as you can see some faces are showing some not depending on angle of looking<= that is, I guess, a problem
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Death On Ice

Wow. Is it controllable, and has someone made textures for it?

Redsky

Quote from: Death On IceWow. Is it controllable, and has someone made textures for it?
No, its just tested. You cant move it(Animations and codes are not done yet)
And textures, yes i did but its not finished.
Although its textured you cant see textures... another problem.
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tehOen

hmm there is a shader parameter to make surfaces 2-sided
I dont remember

Redsky

Quote from: tehOenhmm there is a shader parameter to make surfaces 2-sided
you mean in blender?
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tehOen

no tremulous
like shaders used in maps
you need to create a shader for the material used for the model

Redsky

#26
Do i have to make a new shader? Cant i use a default player shader(or something?)
I dont have that much time to study all of this text(not even part of it, really), not right now...
Other models whan tested(alien models that is) dont have textures either, is there a way of checking if texture is ok?
(wow so many questions in one post :oops: you can easly tell that im a noob)

EDIT: Ahhhh, i forgot: If anyone had same problem as i had with exporting to md3 using blender, heres resolution Risujin gave me:
Recalculate Normals Inside (that would be ctrl+shift+N i guess)
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