Author Topic: A few questions....  (Read 2421 times)

Psychedelic_hands

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A few questions....
« on: 3 August 2010, 10:44:58 »
I thought I should post all my Blender questions here, instead of keeping on bumping my other thread about my mod I'm doing....

1. is there an easy way to curve edges?

2. Is there a way to see the location of vertices?

3. Say I have a group of edges and vertices connected together, but there is no face, how to I get a face?

Also while I'm here, I'm interested in creating a Tileset, how do I go about that? Anyone got a tutorial, I can't find anything on this :(

John.d.h

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Re: A few questions....
« Reply #1 on: 3 August 2010, 15:45:27 »
1. is there an easy way to curve edges?
I generally just subdivide the edge (W > subdivide) and then move the middle vertex out.  Sometimes I add an empty circle to use as a guideline.  There might be an easier way to do it, since I remember there's some function called "edge to curve" or something like that, but I haven't tried it.
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2. Is there a way to see the location of vertices?
You mean like a coordinate location, or just getting the vertices to show up?  Sorry, just not sure what you're asking.
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3. Say I have a group of edges and vertices connected together, but there is no face, how to I get a face?
Select a group of 3 vertices or 2 edges and press F.  This will make a triangular face defined by those vertices or edges.  You can also select 2 vertices and press F to make an edge.
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Also while I'm here, I'm interested in creating a Tileset, how do I go about that? Anyone got a tutorial, I can't find anything on this :(
I don't think I can help you much there, aside from saying you'll need a lot of ground textures, rocks, trees, and stuff like that.  I'll let somebody else expand on that.

ultifd

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Re: A few questions....
« Reply #2 on: 3 August 2010, 19:54:31 »
Also while I'm here, I'm interested in creating a Tileset, how do I go about that? Anyone got a tutorial, I can't find anything on this :(
Hmm, probably Trappin or Titi would be good people.
Maybe this will help
http://www.glest.org/files/contrib/manuals/tilesets.zip
from Omega, but it is a bit outdated/bad on the eyes. Maybe it is updated on the glest guide?
http://glest.110mb.com/main.php

Sorry for the little help, Good Luck.

wciow

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Re: A few questions....
« Reply #3 on: 3 August 2010, 20:31:42 »
There aren't really any good tutorials on making a tileset, so heres a short introduction. Taking a look at the current tilesets and re-using an XML file is the bestway to start.

Tilesets consist of four parts: textures, models, sounds and an XML file to tell Glest how to use them.

The folder structure for tilesets should be like this:

tilesets
   |____dark_forest
   |____winter_forest
   |____my_tileset
              |______my_tileset.xml
              |______textures
              |______models
              |______sounds

Textures - all textures go in here. These are the images that are used to make up the ground and water.
  • Ground textures can be either 64x64 or 128x128 bmps but they must ALL be the same size, no mixing 64 and 128 bmps.
  • Glest has space for 5 different surface types. Each type can have as many individual tiles as you want but only 5 different types can be used, here are the types that are currently used and will give good results with standard maps:
    • Grass (or first ground type)
    • Grass2 (or second ground type)
    • Road or path type texture
    • Stone texture
    • Generally unused can be anything you want
  • Textures should be tiling, using the resynthisizer plugin for Gimp is helpful here
  • Water textures are a series of bmps that will be animated. However I wil not discuss them in detail here and would suggest that you simply copy and paste from another tileset

Models - all models go in here. These are things like rocks, trees and other stuff that will show up on your map.  Models cannot have team colour but can have transparency. Tileset models cannot be animated or give off particles. N.B textures for your models go into this folder along with the g3d files and NOT into the textures folder. There is a maximum limit of ten types of object in your tileset but each type can have an unlimited number of actual models.

Sounds - all sounds go in here. sounds files can be in either .wav or .ogg format.

XML - This is the important file that makes it all work.I would suggest taking a good look at an existing XML file to get a feel of how it works, most tags are pretty self explanatory but here are some hints:
  • The <surfaces> tag should contain exactly 5 <suface> tags. The order that you list you sufaces here is the order in which they appear in the editor and on maps so you should try to stick to the order lised in the texture section above.
  • The <wakable> tag specifies whether units can pass through the cell the object is occupying.
  • Object 10 should use the "none.g3d" model found in other tilesets and be set as unwalkable as this is used for helping the AI pathfinder in newer maps
  • The fog tag has an attribute called "mode". This specifies the way in which fog is rendered on the graphics card and should be left at 2
  • Day-Night value specifies the length of day and night. 0.1 is very long night, 0.9 is very long day
  • Weather specifies the percentage chance (per game) of weather types. The total for these values should be exactly 1.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Psychedelic_hands

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Re: A few questions....
« Reply #4 on: 5 August 2010, 10:51:50 »
Thanks heaps you guys!  :D
John don't worry about the vertice thing, since I've discovered the mirror feature modeling is heaps easier :)
and wciow, that was extremely helpful. Thanks so much, you should put that in other thread so it doesn't get lost in the forums. I'm sure it could help many people.

Mark

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Re: A few questions....
« Reply #5 on: 9 August 2010, 02:06:43 »
Also, if disgression is not such a problem, you can always zoom out into object mode, and add the modifier 'bevel'.  It will apply it to the whole model, but if you rework it afterwords, you can smooth edges with less faces, and it is very precise.  You can modify how big the bevel is, so you can take a low poly, boring model and make it fantastic quickly.  Just remember to save, because this can ruin your model if you do something wrong.  That, or make sure you undo.

Psychedelic_hands

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Re: A few questions....
« Reply #6 on: 5 September 2010, 11:00:07 »
Hmmmm, okay..... so I was png buttons in blender and now all of the toolbars have gone black..... What am I to do? I don't really want to get out of it because I'm working on a model....

Edit: if someone were to reply to this quickly, they'd be my best-est friend.... forever ever.
« Last Edit: 5 September 2010, 11:13:51 by Psychedelic_hands »

John.d.h

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Re: A few questions....
« Reply #7 on: 5 September 2010, 17:43:08 »
Is it messed up just for that file or for all instances of Blender?  If you open up a fresh scene, is it messed up?

Psychedelic_hands

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Re: A few questions....
« Reply #8 on: 6 September 2010, 06:16:31 »
It's okay, I just accidentally excited blender anyway..... :confused:

 

anything