Home » Fable TLC » Discussion » Graphics Editing » .X export help
.X export help [message #61997] |
Wed, 30 March 2011 10:16 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Alright, I have a more realistic katana I made from morerunes sword template. I managed to get it to save right as a .blend file, but if I export it as a .X file, I just get the original katana mesh, no helpers texture or anything. I was wondering if anyone would be willing to export it for me, it doesn't have to keep the texture, but I need the helpers and the scaling to stay. The helpers moreso, because I can't work my head around how to put helpers on crap with notepad. I looked at morerunes' tutorial, and it hurt my head once the editing actually started.
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Re: .X export help [message #62109 is a reply to message #61997] |
Sun, 03 April 2011 07:00 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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the problem where not only the helpers, but the whole model i think. you scaled it, but when i exported and imported in a new blend file it lost the scaling. i tried to rescale yout katana with new proportions but the mesh preview screen just came out blank. same thing happened when i tried to make my own katana to look like yours. maybe its a lenght problem, but i really do not believe its the helpers
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Re: .X export help [message #62112 is a reply to message #61997] |
Sun, 03 April 2011 07:16 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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actually, there is one problem, the tip helpers are not on the tip, but that did not solve the importing problems
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Re: .X export help [message #62114 is a reply to message #61997] |
Sun, 03 April 2011 07:28 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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cool down, i did understand, in fact, i solved your problem, created a new katana, it now needs textures and its done
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Re: .X export help [message #62116 is a reply to message #62115] |
Sun, 03 April 2011 08:44 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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Okay, I have a couple of problems which I tried to remedy myself, but I couldn't pull it off. Could you shorten the sword a touch and thin it down? Also, be sure that this time you disable the z axis flip, because I wound up holding the sword backwards.
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Re: .X export help [message #62121 is a reply to message #61997] |
Sun, 03 April 2011 09:41 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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happy i could help, maybe it might be a good idea to make a mod that swaps the katana base model with this one, but i cannot get to work one single object, let alone do such a complicated thing (ill still try, you can bet)
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Re: .X export help [message #62125 is a reply to message #62124] |
Sun, 03 April 2011 11:15 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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to scale the blade better, i went to edit mode and made it loger than the rest, then i just pressed the button with the blue square inside it, and that gives you a way to scale the item at your liking. then just File-Export-DirectX-etc etc
in your first file, you scaled it in a way i never saw before
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Re: .X export help [message #62129 is a reply to message #62128] |
Sun, 03 April 2011 11:22 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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if you import it to a new blend file i think they should disappear, when you export them to direct X its only for the game sistem, but they beacome invisible
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Re: .X export help [message #62130 is a reply to message #62129] |
Sun, 03 April 2011 11:32 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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Well, I attempted it to be sure, they didn't show up, but I tried copying them from the katana model you posted, into the file I tested, and it worked PERFECTLY. So now I can add helpers to stuff as long as I keep that model.
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.
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Re: .X export help [message #62140 is a reply to message #62138] |
Sun, 03 April 2011 12:55 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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just so you know ty, THIS IS NOT A TUTORIAL! ok, that said, i just took care of ascmint's specific mesh, and he was lucky, cuz normally my modified mesh just crush the game. if you are making a sword with blender, morerunes stuff is the best, thats what i use. also you can look on youtube for creating stuff in blender generically, so you understand it better
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Re: .X export help [message #62143 is a reply to message #62141] |
Sun, 03 April 2011 13:03 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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You have to re-apply the helpers, and be sure that you aren't applying the texture with blender. If you want to add helpers, here's how I'm going to do it from now on. Open up the fixed model here, as well as your model's DirectX file, in notepad or another text editor. In the fix posted here highlight from
} //End of MeshTextureCoords down to the bottom. Copy that, then go into YOUR model. Highlight from } //End of MeshTextureCoords down again, then paste. You now have your helpers in place. Hit save, then load your model in FE. If it works, you will see your weapon in the preview screen.
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: Sun, 03 April 2011 13:04] Report message to a moderator
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Re: .X export help [message #62152 is a reply to message #62151] |
Sun, 03 April 2011 13:55 |
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asmcint
Messages: 1360 Registered: April 2010 Location: Behind the beef
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Moderator
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If it pops up blank in preview you're doing something wrong. Remember in both things to highlight from the line I listed down to the bottom. And if you want to make a new object, eventually you'll have to make new entries, which is done by renaming an entry of the type you're gonna use, packing it into an FMP, saving said FMP, then without saving and running fable, exiting FE, the re-entering FE, loading the FMP. You now have a new entry. And just so you don't pull a yunvich, all you need to make new entries for in the way of cdefs are the CInventoryItemDef, CWeaponDef, CObjectAugmentationsDef, and CStockItemDef. Anything else is not needed for packing.
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.
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Re: .X export help [message #62163 is a reply to message #62152] |
Mon, 04 April 2011 11:37 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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asmcint wrote on Sun, 03 April 2011 22:55 | And just so you don't pull a yunvich, all you need to make new entries for in the way of cdefs are the CInventoryItemDef, CWeaponDef, CObjectAugmentationsDef, and CStockItemDef. Anything else is not needed for packing.
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thanks for mentioning me, but i dont think he wants an FMP.
when i was working on your mesh, sometimes loading it on FE did not work right and the screen just ended up blue, the background color. the last file is supposed to work anyway, tyscifi, if you want to use the mesh plz describe your problem better, so i can solve it (or at least try)
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Re: .X export help [message #62165 is a reply to message #62164] |
Mon, 04 April 2011 11:57 |
yunvich
Messages: 57 Registered: February 2011 Location: Archon's Folly?
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when it lacks of helpers and error icon generally shows up, and both the .x have helpers. i do not know why or when the blank screen shows, but it already happened to me twice
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