Blender problems [message #60795] |
Sat, 18 December 2010 23:48 |
Bloody Nose
Messages: 31 Registered: December 2010
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I'm having trouble with loading and saving .x files with blender. I get an unrecognised vertex error message when I load a file saved with blender. What settings do I need to use to import and export properly?
[Updated on: Sun, 19 December 2010 00:09] Report message to a moderator
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Re: Blender problems [message #60801 is a reply to message #60796] |
Sun, 19 December 2010 08:42 |
Bloody Nose
Messages: 31 Registered: December 2010
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No, its the bordello dominatrix, I somehow messed the mesh up just by importing and exporting it. I've never used blender before so I could use an intro on the function of the buttons.
Also the settings I should use to import/export, I played around with those a while but it didn't seem to make a difference.
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Re: Blender problems [message #60807 is a reply to message #60806] |
Sun, 19 December 2010 18:27 |
Bloody Nose
Messages: 31 Registered: December 2010
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I think it might have been the sword issue kind of thing you were talking about earlier. I was exporting it so I could make a new mesh entry in FableExplorer with a different texture. By the way, what would I have to rename the demonic helm(the object is cube in blender). Would helm work and would the say the cuiass be shirt?
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Re: Blender problems [message #60808 is a reply to message #60807] |
Sun, 19 December 2010 18:57 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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The helmet should offer no problem. To make a new graphics entry is pretty easy and your problem with Blender shouldn't get in the way here. Take the mesh entry, rename it, change the texture for each LOD, click apply changes, pack the entry in an FMP. Close FE without saving. Open FE again, load the FMP, and you have a brand new mesh entry with a different texture.
About assigning textures, this is important. You change the texture, click the bottom Apply Changes button, change to the next LOD, repeat until you get to the last LOD which should be blank. Only after you're done with each LOD do you click the top Apply Changes button. If you do this wrong your changes won't be applied.
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Re: Blender problems [message #60809 is a reply to message #60808] |
Sun, 19 December 2010 21:40 |
Bloody Nose
Messages: 31 Registered: December 2010
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Thats what LOD's do..I assumed they involved bones since they seem to twist the model when I switch between them. Thanks, also is there anyway I could create a model by combining two models in blender? That was also causing an error message.
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Re: Blender problems [message #60810 is a reply to message #60809] |
Sun, 19 December 2010 21:49 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Bloody Nose wrote on Sun, 19 December 2010 23:40 | Thats what LOD's do..
| Level of detail. Basically, the mesh gets less and less detailed the farther away the Hero is from it to save GPU power to keep the game running smoother.Bloody Nose wrote on Sun, 19 December 2010 23:40 | is there anyway I could create a model by combining two models in blender? That was also causing an error message.
| Mmm, no. Well, yes and no. For Hero clothing for use by the Hero specifically, you could do it within FE by editing the clothing's CAppearanceModifierDef. It is what determines which meshes are added to and removed from the Hero when he wears a particular clothing item.
For creatures and NPCs, it's better to mix and match as best you can in the CCreatureDef, because when the mesh is exported, it is converted to DirectX and loses a lot of its data, including dynamic cloth which is really what makes the mesh look good, not to mention skinweights which I assume has something to do with the conversions from Lionhead's custom floats that they used because they suck at everything.
For weapons, yea, you'd have to do that in a 3D modeling package like Blender.
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Re: Blender problems [message #60883 is a reply to message #60881] |
Tue, 21 December 2010 16:37 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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I believe they were intending to make it co-op, but dropped it to meet a deadline. And it is possible to implement that system into modding, but it's as Johndoe says, "Anyone who has the skill doesn't have the time or dedication, and anyone who has the time or dedication, doesn't have the skill." Also, it's not a good idea to double post, you have an edit button for a reason.
Read the site rules, as well as individual thread rules, stickies and announcements, and use search, or you will have smartassy or exasperated ownage rained down upon you by the site's crack team of mods and admins. Also, you can find all you need to get started on modding here.
[Updated on: Tue, 21 December 2010 16:38] Report message to a moderator
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Re: Blender problems [message #60890 is a reply to message #60883] |
Tue, 21 December 2010 18:48 |
Bloody Nose
Messages: 31 Registered: December 2010
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I wasn't actually planning on implementing that lol...I don't imagine there would be enough people playing a 10year old game, on the pc to make it worth implemening to be completely honest.
I could use some help getting a helmet mesh to show up on an npc though.
sorry won't happen again
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Re: Blender problems [message #60893 is a reply to message #60892] |
Tue, 21 December 2010 22:02 |
Bloody Nose
Messages: 31 Registered: December 2010
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The problem with the mesh is obviously in the sub header and entry data. There is a crc list which I assume is part of both of these. If I can change these correctly, I should be able to import the dominatrix and demonic helm meshes.
[Updated on: Wed, 22 December 2010 20:00] Report message to a moderator
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