blender armour template ? [message #67899] |
Wed, 13 March 2013 05:13 |
stillfable2013
Messages: 19 Registered: March 2013 Location: ipswich
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Has any one got a blender armour template or tell me how I can get one out of the game.
Sorry if this is in the wrong place
“A prisoner of war is a man who tries to kill you and fails, and then asks you not to kill him.â€
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Re: blender armour template ? [message #68309 is a reply to message #67956] |
Sun, 19 May 2013 10:28 |
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Sparrow
Messages: 562 Registered: March 2011
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Whenever I import a .x file exported from blender into FE, it crashes, but when I import into a weapon graphic, it works, no error. It's kind of strange because if you import it into a weapon graphic and save the model LOD, it fixes it for fable. With the new model you exported from FE, you can use DavidKron's modelinjector.
Are you shpongled?
[Updated on: Sun, 19 May 2013 10:28] Report message to a moderator
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Re: blender armour template ? [message #68310 is a reply to message #68309] |
Sun, 19 May 2013 13:02 |
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Falset wrote on Sun, 19 May 2013 12:28 | if you import it into a weapon graphic and save the model LOD, it fixes it for fable.
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See, this is not the first time that I have heard this. Do you mean that you export from blender, import with FE, then save it from FE, then re-import it? Because to me that seems highly redundant. If it exports correctly, then surely that means the data structure is already in the correct format within the game code, or else it wouldn't export properly. Or do you mean that clicking "Save LOD" and saving the file somewhere somehow fixes the problem, and no further action is required for it to work properly in the game?
"All of the work, and none of the play, will surely provide for a speedy decay"
[Updated on: Sun, 19 May 2013 13:18] Report message to a moderator
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Re: blender armour template ? [message #68311 is a reply to message #68310] |
Sun, 19 May 2013 13:31 |
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Sparrow
Messages: 562 Registered: March 2011
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This is all kind of confusing, but what I was saying was that if you load a mesh (into a weapon graphic in FE) that was exported from blender, and save it from FE, you can import it into any graphic and it will work right. Before, it wouldn't let you load the mesh into a graphic in FE, but now, it will let you load it into any graphic. It's like when you load it into a weapon graphic it's like okay this is a weapon, lets fix it up a little bit... And it basically does what fablex does. It makes it go from
To
It is like the weapon graphic acts like fablex and just loads the model no problem and fixes it so it is fable friendly.
morerunes wrote on Sun, 19 May 2013 13:02 | Or do you mean that clicking "Save LOD" and saving the file somewhere somehow fixes the problem, and no further action is required for it to work properly in the game?
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Yeah, you import the messed up model (the first picture^^)that has freshly been exported from blender (how bout we say the file is called "elvhelm.x") into a weapon graphic and then export/save LOD and lets say you name it "ElvenHelmet.x". elvhelm.x is gonna look like the first picture, and ElvenHelmet.x is gonna look like the second picture. Sorry if I make it sound like a little 5 year old explaining, it's just I'm so used to explaining stuff to newbie kids on mmo's.
Are you shpongled?
[Updated on: Sun, 19 May 2013 13:50] Report message to a moderator
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Re: blender armour template ? [message #68312 is a reply to message #68311] |
Sun, 19 May 2013 18:01 |
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Again, but doing this would be redundant. If that is the case, then it isn't necessary to do anything to the model after exporting from blender, and it will just work out-of-the-box. It doesn't matter what the .x file looks like, only what exists within Graphics.big
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: blender armour template ? [message #68313 is a reply to message #68312] |
Sun, 19 May 2013 18:10 |
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Sparrow
Messages: 562 Registered: March 2011
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But it doesn't work out-of-the-box. The whole reason we are doing this is to make the mesh work with model injector to inject skinweights. You can just import it into a weapon graphic and yes it will work fine, but it won't have skinweights. An exported .x file from blender won't work with modelinjector. I'm not sure if this works for everyone or just me. I can make a video of me doing this to show you what I'm talking about.
Are you shpongled?
[Updated on: Sun, 19 May 2013 20:20] Report message to a moderator
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Re: blender armour template ? [message #68338 is a reply to message #68330] |
Mon, 20 May 2013 12:08 |
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I'm having quite a bit of difficulty getting what you are trying to say about armor and weapon graphics, but the second half is pretty cool. Maybe the more recent version of the .x exporter in fable is compatible with fable then.
"All of the work, and none of the play, will surely provide for a speedy decay"
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Re: blender armour template ? [message #68912 is a reply to message #68338] |
Wed, 26 June 2013 14:18 |
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Sparrow
Messages: 562 Registered: March 2011
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morerunes wrote on Mon, 20 May 2013 15:08 | I'm having quite a bit of difficulty getting what you are trying to say about armor and weapon graphics, but the second half is pretty cool. Maybe the more recent version of the .x exporter in fable is compatible with fable then.
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I'm sorry for the confusion. It was kind of complicated and unnecessary. It's much easier to just skinweight it in 3ds.
Are you shpongled?
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