Author Topic: Getting started on a mod using Blender  (Read 5074 times)

djezer

  • Guest
Getting started on a mod using Blender
« on: 22 January 2008, 22:55:35 »
I'm an artist looking to start working on a mod for Glest, but I can't seem to find much info about how to do this using free software. The best I've found was one broken link, so I'm hoping someone who knows the answer to my question will see this post :)

How do I mod a character using Blender? What files do I open if I want to tweak existing characters, how to save/export, animate, skin and write up an xml file to get the character integrated within the game.

I know this is a complex question, but any info to get me started will be appreciated.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

djezer

  • Guest
-
« Reply #1 on: 22 January 2008, 23:53:43 »
I found this page in the wiki. It says very little.

https://docs.megaglest.org/Modify_Glest#3D_files

I see the files a g3d for the game. I can't seem to import or open them in blender. Is there an import script perhaps?

I've been successful in modding the skins in the past, but I never got the hang of the 3d models. I'm wondering how the animation sequence works also.
« Last Edit: 18 June 2016, 19:43:49 by filux »

djezer

  • Guest
(No subject)
« Reply #2 on: 23 January 2008, 00:26:52 »
Ok I found the page with the scripts, added them in .blender/scripts/ and was able to load a model in Blender.

http://www.glest.org/files/contrib/tools/

Hooray!!

Now I gotta figure out how modify the figure out how to modify it and then animate them. I'll play around with it throughout the week and see what comes of it.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
(No subject)
« Reply #3 on: 23 January 2008, 07:30:55 »
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
(No subject)
« Reply #4 on: 23 January 2008, 15:14:17 »
When I load a g3d file I cannot modify it. everytime I leave the edit mode all my changes are gone. To prevent this I export it as 3ds and import it again. Then it's a normal mesh with a UV mapping. Is there a better way to do that?
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
(No subject)
« Reply #5 on: 23 January 2008, 15:23:27 »
The keyframes of the g3d are imported as Shapekeys.
Ju can use Shapekeys to morph between this states (50% standing 20% running or whatever).
Just delete all Shapekeys but be sure to delete "base"or "basis"(?) at last.
You can find the Shapekeys on a tab of the modifierbox.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

djezer

  • Guest
(No subject)
« Reply #6 on: 23 January 2008, 22:40:06 »
thanks for the tips guys. I have to finish some contract work pronto, then I'll have more time to delve into blender and modding Glest!

I was successful in redesigning the skins on characters, but it's not as much fun as changing then whole look to fit your needs. Besides, I especially want to mod buildings.

I'll open up a new thread when I have something to show.

Thanks again for the links!
« Last Edit: 1 January 1970, 00:00:00 by djezer »

djezer

  • Guest
(No subject)
« Reply #7 on: 25 January 2008, 18:21:10 »
I've started reading the noob to pro book linked earlier, and I'm realizing it's gonna take a little time to go through the whole process and learn the different functions of Blender. I'm glad though, I've been meaning to get my teeth in Blender for a while now.

However I'm thinking more in terms of adding to the existing factions than creating a new one from scratch.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

djezer

  • Guest
(No subject)
« Reply #8 on: 27 January 2008, 14:50:49 »
Thanks for replying so fast with all these resources. I thought I was wasting time playing Glest at first, now I'm learning Blender as a result.

The modeling tutorial is incredibly simple and easy to understand. I seems almost too easy with all the tools that are available in this program. The big difficulty is in learning such a wide range of different tools and options.

Animating, however, seems a little bit more daunting, but something tells me it can be done :)

Hopefully I'll update with visuals soon.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

djezer

  • Guest
(No subject)
« Reply #9 on: 27 January 2008, 23:51:29 »
Ok I got the armature working, and I still have to figure out how to animate the whole thing. But What I'm looking for at this point is how to get a 2d surface .tga template so I can skin it using a drawing program?

Anyone know how to do this in Blender?
« Last Edit: 1 January 1970, 00:00:00 by djezer »

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
(No subject)
« Reply #10 on: 29 January 2008, 16:11:37 »
probably this video tutorial helps you:

LSCM UV Mapping from
http://www.blender.org/education-help/v ... riallight/


If you know how to do this thing, you should also play a bit with the other unwrap types. ( for example "project from view" is simple but helps in some cases!)
« Last Edit: 1 January 1970, 00:00:00 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
(No subject)
« Reply #11 on: 30 January 2008, 17:35:33 »
Quote
Ok I got the armature working, and I still have to figure out how to animate the whole thing.


I use the shape key method to animate for glest, I find its alot easier than messing about with armature (especially if your new to blender). Essentially blender just saves each key as a separate mesh and then the export script reads each mesh.

Take at look at this page if your interested:
http://wiki.blender.org/index.php/Manua ... Shape_Keys
« Last Edit: 1 January 1970, 00:00:00 by wciow »
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

djezer

  • Guest
(No subject)
« Reply #12 on: 18 March 2008, 23:18:56 »
Thanks for the great feedback on this post everyone. Life's gotten in the way for the last month or so, which has put a hold on my hobby unfortunately. I've had more time to play around the last couple of days, mostly modifying skins on units already in the game.

I'm getting back into Blender again and it's probably one of the most complex programs I've played with to date. I do like a challenge when the reward is appealing. And I do say I can't wait to get to the level where I can create my own units, *sweet*.

Last I worked on this little project, I got as far as moving around the armature but couldn't find a way to animate the unit through time (couldn't figure out what all those timelines were for and why I couldn't set keys in any of them.

I have to refresh my memory from scratch due to the complexity of the whole process, plus I lost my progess, but I got a feeling it'll be worth it ;)

I'll keep you posted on the progress here.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
(No subject)
« Reply #13 on: 19 March 2008, 08:55:54 »
Hi djezer,
It takes two steps to animate the model with armature:
- you must rig the vertices(points of model) to the arnature bones
ok i assume you already build the bones in editmode, so you have a ready skeleton?
the all you have to do is parenting the model to armature. Selekt model then add armature(in objectmode;not edit- or pose-one) to selektion by rightclicking on it when holding shift down. the choose from menu: object->makeparent. if he asks choose "create names"(?rightwords) from the tiny grey box. you can the "weightpaint" the model (a specific mode like editmode) or just selekt the models vertices and add the to the right groups...

the you can animate the armature in posemode (arrowkeys to change to right keyframe, rotate and drag the bones to one pose select all (key a) and press "i" for inserting key. you best choose "rotation scale position" for keydata...

ok i stop here don't think it is well descripet ;) i will search you a tutorial
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

weedkiller

  • Draco Rider
  • *****
  • Posts: 277
    • View Profile
(No subject)
« Reply #14 on: 6 April 2008, 12:16:33 »
hm, some time left ;)
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »