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Blender + (3ds Imports + Textures) = Arrrhh


aajs

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Arrrgh,

I have the Blender template.

I have some nice 3d vehicle models.

I can import these into Blender and easily change the rotation etc,etc.. But how to I get the textures to show.

To me all my objects are just rendered black.

Any ideas, I am no good with Blender only just started to use it today, and after following many tutorials, I still am not any wiser

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First you need to be sure textures are in the correct folder, they are usually put in the right folder in zip/rar files, but not always. Second what is the format you're importing? I've had texture issues before as they are not converted correctly and I had to readd them manually.

Hi SoulFilcher,

Thanks for your help, I was trying not to keep bothering you but this Blender stuff seems difficult to get into.

Anyway the format was a .3ds file. In the same directory was a Textures_DDS.7z which I unpacked to the folder containing the 3ds file. I also left the .7z file in case it tries to pull the .dds texture files from there. I also copied out all the .dds files in the Textures_DDS folder so they were also available in the same folder as the .3ds file, however the textures still not end up on the vehicle.

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oooops me too now, I think I may have exported over it again. I will have to go find it and download it again.

Actually change of plan I am giving up importing 3ds files into blender, I have decided to leave that to the experts.

There are plenty of other formats that work, and I now have a collection of vehicles. So looks like my "more choices part 6 (Vehicles)" mod is back on.

I am going to try and make an open top vehicle and put an xenonaut driver in it. have no idea how that is going to turn out.

I still seem to be having trouble getting the shadows to appear under my vehicles, If I cant resolve this I will just add to the vehicle sprite itself, However if anybody has any experience here please help.

Additionally when my vehicle is destroyed it seems to ignore me destroyed sprite. so looks like my vehicle gets totally obliterated in the explosion. That's not bad, but I think I would like at least a little wreckage. (If anybody has that bit working on a custom vehicle, any help would be grateful)

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The shadows work fine in my mod. Just add them in the correct folder as used by vanilla vehicles, and remember to have the XML files in place and pointing to the image files in that folder. It is easy to overlook something so check everything twice or more.

For the destruction your main spectre needs to point what will be used as the destruction sequence. It doesn't need to be exactly like vanilla vehicles. I made my light drone vehicle use the original light drone explosion sequence and it works fine. Check your main spectre, everything should be defined there, then go check the other files.

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Thanks SoulFilcher,

Can you kindly post the contents of your blah_shadow_e.xml so I can have a look.

Also if you need special entries in your vehicle_spectre.xml can you post an example of that...

I still don't have it working yet.

jeep.jpg

jeep.jpg

jeep.jpg.23d4fe8f90033faba91f1b65b3e19ae

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Here's the XML you requested:

<?xml version="1.0"?>

<!DOCTYPE sequence SYSTEM "sidewalkdtd">

<sequence name="shadow_e.xml" source="./shadow_e*.png">

<img regx="60" regy="88" name="shadow_e" w="0" h="0"/>

<framelist>

<frame regx="60" regy="88" name="shadow_e.png" w="120" h="120" x="0" y="0"/>

</framelist>

<timeline name="main" frametime="50" totaltime="50">

<keyframe frame="1" />

</timeline>

</sequence>

And the main shadow file, shadow_spectre.xml:

<?xml version="1.0" encoding="utf-8"?>

<spectre id="drone_shadows" version="1">

<state id="default" name="shadow" pivotX="36" pivotY="67" sortPoint="0.49">

<anim src="units/shadow_w" anim="shadow_NY"/>

<anim src="units/shadow_e" anim="shadow_K"/>

<anim src="units/shadow_n" anim="shadow_E"/>

<anim src="units/shadow_s" anim="shadow_D"/>

<anim src="units/shadow_nw" anim="shadow_ENY"/>

<anim src="units/shadow_ne" anim="shadow_EK"/>

<anim src="units/shadow_sw" anim="shadow_DNY"/>

<anim src="units/shadow_se" anim="shadow_DK"/>

</state>

</spectre>

That jeep looks very good by the way.

Edited by SoulFilcher
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Thanks Soulfilcher that is real helpful:)

I have another vehicle done, and as this particular weapon has twin cannons, I made some new double shot sprites.

Soul, how did you get a shot of the vehicle you made me before in the garage. The template provided on this forum does not have this camera angle. I have tried moving the camera but its very difficult to line up correctly.

amourecarheavycannon.jpg

amourecarheavycannon.jpg

amourecarheavycannon.jpg.ccf0bca6892dfb6

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Thanks Soulfilcher that is real helpful:)

Soul, how did you get a shot of the vehicle you made me before in the garage. The template provided on this forum does not have this camera angle. I have tried moving the camera but its very difficult to line up correctly.

Oh Don't worry I worked it out, this Blender stuff is fun... I put the garage picture as a background and then moved the vehicle and cameras and lights till it all looked good. (Think I can now use that again as a template).

garage.jpg

garage.jpg

garage.jpg.ffd7e9254ff1f7d23a98fbf1ee5be

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the best way to do it in my opinion is to calculate camera position and tweak X, Y and Z until you get the right angle. Here is a template with additional cameras, N, W, E, S for units and vehicles, plus garage view and top view. Keep in mind that you have to change image resolution before rendering, for garage view and probably top view too, or the images will be too small.

LINK

EDIT: It looks really good, I think you should disable shadows when rendering those, as it looks like vanilla vehicles don't seem to have shadows, only the flat shadow on the floor.

Edited by SoulFilcher
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Wow Thanks for this, That will be really helpful.

Do you know if you can split the vehicle weapons into two.

Like you can with a soldiers single handed weapons.. I have not tried messing with it yet, but would be real handy to have vehicles that could have a nice backup function or weapon.

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Incidently aajs, have you tried 3x2? I did a long while ago, and I couldn't make it work.

3x2 did not try it but would be real cool.

Could make some armoured bikes etc.

Well maybe I will give it a quick test with a rectangle of doom.

Edited by aajs
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Another Vehicle Underway.

I am currently thinking of 2 types of vehicle.

Scouts

====

Fast Vehicles for uncovering the map. They will have no offensive weapons only defensive.

Armour

=====

Offensive vehicles..will include existing ferret as a light starting tank that can also act as a scout.

If anybody can come up with other ideas let me know.

jeep2.jpg

jeep2.jpg

jeep2.jpg.221e4b26535e5da0393197682109e1

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It would be so cool if I could somehow get two weapons working on vehicles.. I tried setting a weapon in vehicles GC weapons xml to one handed but that failed dismally. If any body has any ideas on getting the working let me know.

I wonder if the XCE branch could re-enable this feature.

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