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Home » Fable TLC » Discussion » Graphics Editing » Importing/Opening A Weapon In Blender
Importing/Opening A Weapon In Blender [message #60043] Wed, 03 November 2010 23:12 Go to next message
IanMac35 is currently offline  IanMac35
Messages: 11
Registered: November 2010
Location: Milky way
Okay, i've looked everywhere and i couldn't find any tutorial or instruction on how to import or open a weapon from fable in blender. the only thing i'm trying to do is adjust the helper on scythe's weapon so it is held more towards the bottom, and sheathed lower.

i can not, for the life of me, figure out how to open the mesh in blender to edit these simple things. someone please help. this is driving me insane. and please don't give me a link to a different place. i've seen them all. i just need someone to give me some specific instructions on what to do. thanks
Re: Importing/Opening A Weapon In Blender [message #60044 is a reply to message #60043] Thu, 04 November 2010 00:23 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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Location: Groningen

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IanMac35 wrote on Thu, 04 November 2010 07:12

Okay, i've looked everywhere

No you didn't.
I gave you this link in your other thread about the sheathing problem.
Check it again. It's there.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Importing/Opening A Weapon In Blender [message #60045 is a reply to message #60044] Thu, 04 November 2010 08:59 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
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Registered: November 2010
Location: Milky way
the only thing i could find that i think would help is the link to "changing various weapon specs" but it just takes me to the fable 3 forum

Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60047 is a reply to message #60045] Thu, 04 November 2010 09:37 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Link rot. ProjectEgo installed a new forum software package, converted the database, means all the links to their site is now crap.

This is the fixed link. At some point I'll run down the list of rotten links and fix them if I can.
Re: Importing/Opening A Weapon In Blender [message #60048 is a reply to message #60045] Thu, 04 November 2010 09:56 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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IanMac35 wrote on Thu, 04 November 2010 16:59

the only thing i could find that i think would help is the link to "changing various weapon specs" but it just takes me to the fable 3 forum

It's there. Really, it is. I'll quote myself:

OldBoy wrote on Wed, 30 May 2007 00:24

Editing Models
First off: Editing models isn't very hard, but an appliction like 3ds Max isn't like Word or even Photoshop.
It takes a little bit more to learn the basics. So if you want to edit models, prepare to put some time in it.
But: It is worth it!

#Modeling tutorial videos for 3ds Max - check it out!

#Info on model types, and 3ds max importers and exporters

#Editing and creating weapons with Blender

#Editing and creating weapons with Blender 2

#Skin weighting tutorial for NPC clothing

#Model Information

#About MaxTextureLayers

#Free 3ds Max Alternatives

#Importers and Exporters

#texporter for 3ds Max - create a texture for a model

#texporter tutorial

#Broken Models aren't broken, about models that won't show up when imported in 3dsMax


2 links about modeling using blender, both written by morerunes.
I don't know which one you need, since I've never read it, nor have I ever used blender for working on models, so I'm not sure whether all the info you need is provided.
But my guess is that it will help you on your way, a lot.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Importing/Opening A Weapon In Blender [message #60049 is a reply to message #60048] Thu, 04 November 2010 11:43 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Registered: October 2007

Retired
Mmmm, the smell of undesirables. It's always the same when a sequel to a game is made. Hopefully it will die down soon and not get too much worse.
Re: Importing/Opening A Weapon In Blender [message #60050 is a reply to message #60048] Thu, 04 November 2010 12:35 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
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Registered: November 2010
Location: Milky way
i watched the videos he did on youtube before i made this thread. the videos are about actually making your own weapon and importing it into the game. that's not what i'm trying to do. i looked at both of the links and they didn't help.

Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60051 is a reply to message #60050] Thu, 04 November 2010 13:12 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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Hmmm. Well like I said; I've never worked with blender so can't really help you there.
If you're serious about this, you could get a trial version of 3dsmax, makes things just a little bit easier.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Importing/Opening A Weapon In Blender [message #60067 is a reply to message #60043] Fri, 05 November 2010 11:57 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
Messages: 11
Registered: November 2010
Location: Milky way
i downloaded 3ds max and i can't even figure out how to open the scythe in there. i was able to import the scythe into blender but the texture is all screwy and the helpers are nowhere to be seen. do you work with 3ds max?

Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60072 is a reply to message #60067] Fri, 05 November 2010 14:28 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
For starters that's not 3DS, that's Blender. Blender doesn't like helpers. Or any form of hierarchy. Or skinning.

Second, texture coordinates will come out wrong on some models, this has to do with a precision issue converting Lionhead's custom floating point to standard for DirectX. This can usually be fixed quite easily with UVW unwrap and manual editing of the texture coordinates, the few crazy verts will usually have one axis right, so a little judgment will get the other axis where it's supposed to be in relation to the other verts.

[Updated on: Sat, 06 November 2010 07:42]

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Re: Importing/Opening A Weapon In Blender [message #60084 is a reply to message #60043] Sat, 06 November 2010 09:07 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
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Registered: November 2010
Location: Milky way
yeah i know it's blender. i can't figure out how to import it into 3ds max. i could only figure it out in blender. do i need to install an importing program for 3ds max to make it work?

Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60085 is a reply to message #60084] Sat, 06 November 2010 09:47 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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IanMac35 wrote on Sat, 06 November 2010 17:07

yeah i know it's blender. i can't figure out how to import it into 3ds max. i could only figure it out in blender. do i need to install an importing program for 3ds max to make it work?

You'll need this. Import/export .x plugins for 3ds max.

[edit]
Also be sure to look at the stickies.
There's one by Sean_s you have to read/watch.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.

[Updated on: Sat, 06 November 2010 09:49]

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Re: Importing/Opening A Weapon In Blender [message #60086 is a reply to message #60043] Sat, 06 November 2010 10:23 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
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Registered: November 2010
Location: Milky way
stickies??

Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60087 is a reply to message #60086] Sat, 06 November 2010 10:41 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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Registered: October 2005
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IanMac35 wrote on Sat, 06 November 2010 18:23

stickies??


http://en.wikipedia.org/wiki/Sticky_post

http://i53.tinypic.com/flecmr.jpg


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Importing/Opening A Weapon In Blender [message #60088 is a reply to message #60085] Sat, 06 November 2010 10:42 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
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Registered: November 2010
Location: Milky way
OldBoy wrote on Sat, 06 November 2010 09:47

You'll need this. Import/export .x plugins for 3ds max.


the link for version 9 doesn't work. i downloaded autodesk 3ds max 2010. should i use the plugin for versions 5-8?


Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60089 is a reply to message #60088] Sat, 06 November 2010 11:00 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
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IanMac35 wrote on Sat, 06 November 2010 18:42

the link for version 9 doesn't work. i downloaded autodesk 3ds max 2010. should i use the plugin for versions 5-8?

Ok, I haven't fired up 3ds max in ages. I don't even have it installed, besides that I worked with versions 7 and 8.

Anyway, as google being my friend, and me feeling like a nice person today: http://mofo.pns.to/wibs/#5
If this doesn't work, I can't help you. Get an older version of 3ds max, or something.
Wink

[edit]
Hmmm. Just noticed sean_s's video from the tsticky is down. I'll see if I still have it somewhere.
[editII]
Done.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.

[Updated on: Sat, 06 November 2010 11:31]

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Re: Importing/Opening A Weapon In Blender [message #60097 is a reply to message #60043] Sun, 07 November 2010 10:39 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
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Registered: November 2010
Location: Milky way
thanks!

Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60098 is a reply to message #60043] Sun, 07 November 2010 10:52 Go to previous messageGo to next message
IanMac35 is currently offline  IanMac35
Messages: 11
Registered: November 2010
Location: Milky way
okay i may have done something wrong, because i'm not sure why this isn't working. i downloaded the version of xporter for 3ds max 2010 and unzipped it. i went to the folder labeled MAX2010-64 and put the .dle file in my plugins directory for 3ds max. i started up 3ds max and went to file, import, and then selected desktop. and the scythe.x file was not listed. is there something i missed?

Hate is the illusion of superiority.
Re: Importing/Opening A Weapon In Blender [message #60100 is a reply to message #60098] Sun, 07 November 2010 12:31 Go to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
First make sure you're using the right DLE. Do you have an x64 CPU? x64 OS? x64 version of 3DS? If so, then yes, you use the x64 DLE. If you're using the x32/x86 version of 3DS, then you'll need the x32/x86 version of the DLE.

Second, it's a simple thing. At the bottom of the open prompt will be a drop down of acceptable file types, click it, go to the bottom, find DirectX. Then you're all set to go. Now leave people alone.
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