Author Topic: problems with dying one cube's  (Read 3096 times)

RealtimeFreak

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problems with dying one cube's
« on: 16 June 2010, 14:40:22 »
Hi all,

i new here at Blender,
i am learning since 3 Days Blender.
and i have a problem.
my BlenderVersion its the actually 2.49b.
i use the Video: firstModel.avi posted from Titus.
when i use the Material Pannel [F5].
and i color the Cube, example: to Red with the [RGB] control pannel.
i open the script: G3d XML Exporter 1.1 ,newest version from http://www.titusgames.de/
i convert from XML to g3d format , ok so far, but the cube its still gray in Glest.
the color has not changed :/

what make i false?

srry for my bad englisch

Gabbe

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Re: problems with dying one cube's
« Reply #1 on: 16 June 2010, 14:42:11 »
If it is grey in glest, then you must fix the XML

RealtimeFreak

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Re: problems with dying one cube's
« Reply #2 on: 16 June 2010, 15:10:02 »
ah okay,i understand
that is, I must every time new changing if i extract the xml file.
it is also a xml converter bug.

ok i thank ;)

-Archmage-

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Re: problems with dying one cube's
« Reply #3 on: 16 June 2010, 15:23:06 »
No, no, no, Gabbe, that's not right.

While you can color the cube in Blender, the G3D format doesn't support that, to texture something for Glest you have to unwrap it and tell Blender to generate a targa image of the unwrapping, then you texture the thing, hook it up, and export. :P
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John.d.h

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Re: problems with dying one cube's
« Reply #4 on: 16 June 2010, 16:01:53 »
What Arch says is correct.  The only texture that Glest supports is an image, which must be an uncompressed targa (*.tga).  Megaglest supports other image formats, but I don't know which ones.

Gabbe

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Re: problems with dying one cube's
« Reply #5 on: 16 June 2010, 16:31:55 »
my faulty misunderstanding, thought you had a texture and not a material sorry.

ElimiNator

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Re: problems with dying one cube's
« Reply #6 on: 16 June 2010, 18:52:19 »
What Arch says is correct.  The only texture that Glest supports is an image, which must be an uncompressed targa (*.tga).  Megaglest supports other image formats, but I don't know which ones.
I do: .tga .bmp .jpg and .png
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Omega

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Re: problems with dying one cube's
« Reply #7 on: 17 June 2010, 05:51:29 »
Actually, you can have a color without a texture, but only a solid color. It also cannot be done with the current converter because it must be set in the g3d's XML (namely, the one exported from blender BEFORE you convert it to g3d). People familiar with the old two step exporting should know which XML I'm refering to. Basically, theres a value for diffuse color, which is defaultly 0.8, 0.8, 0.8, which is a murky grey. You can change this to any color you want, and I did this a few times for when I needed a model such as the bullet projectile that was very small, and therefor, a single color was good.

Of course, this is inferior to using an image unless you really only need 1 color for the ENTIRE object and can handle the XML exporting (meaning you need the old exporter, which is still available I believe on the downloads page of Glest.org)
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RealtimeFreak

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Re: problems with dying one cube's
« Reply #8 on: 17 June 2010, 15:42:51 »
ok i have a new problem,

i would like texture a Cube model,
i extract the model with the xml exporter ,i would like convert in g3d
and get one follow error message:

Code: [Select]
model.xml 5038: element indices: validity error:
Element indices contend does not follow the DTD, expecting (Ix) +, got() </indices>
Found 0 indices, expexted 144!

what can the be?

Note:
i must add that the video from Titus,
not more on the actually stand it,
respectively not more in Blender 2.49b works.

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Re: problems with dying one cube's
« Reply #9 on: 17 June 2010, 17:53:36 »
Have you triangulated all the faces?

If not, go into edit mode, press a(to select all vertices/faces/edges), then press CTRL+T(triangulate).
Then try re-exporting.
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RealtimeFreak

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Re: problems with dying one cube's
« Reply #10 on: 17 June 2010, 18:23:21 »
Yes, i have Triangulated,
but is not the problem :/

Note:
if i without texture extract the Model , then works it
but with texture not.
« Last Edit: 17 June 2010, 18:25:47 by RealtimeFreak »

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Re: problems with dying one cube's
« Reply #11 on: 17 June 2010, 19:41:47 »
Then your probably attaching the texture wrong. :|

How? I don't know, I'd probably have to see the .blend to tell you exactly what's wrong.
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RealtimeFreak

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Re: problems with dying one cube's
« Reply #12 on: 18 June 2010, 00:39:59 »
hmm, i see i must learn UV Mapping  :P
is it any good tutorial?

thanks anyway ;)


Gabbe

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Re: problems with dying one cube's
« Reply #13 on: 18 June 2010, 06:18:09 »
Don`t make the fatal error on tutorials on UV mapping, there basically is no need for it. If you want a texture, grab whole lot of references and textures and use texture paint to put them on the model.

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Re: problems with dying one cube's
« Reply #14 on: 18 June 2010, 19:14:10 »
Quote
Don`t make the fatal error on tutorials on UV mapping, there basically is no need for it. If you want a texture, grab whole lot of references and textures and use texture paint to put them on the model.

I don't think you can do that for a G3D model...... :look:
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Gabbe

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Re: problems with dying one cube's
« Reply #15 on: 19 June 2010, 09:46:53 »
uhm, probably you should look it up, all you need to do is getting the UV map not to overlap, so basic UnWrap should do. then, you can make stencil and paint on your desired texture were you want it, then make a new stencil and paint on the next desired texture, if your not happy, use the other stencil to overlap the second one. do this with many textures and then you got a good texture, bake it onto a 512*512 new texture you created and there you go with your texture includes all of your paintings onto one image. then exzport your model and set the texture you made in blender to be the texture in glest. there you go with a good texture in Glest format...