Author Topic: Blender G3D Models  (Read 2408 times)

MoLAoS

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Blender G3D Models
« on: 28 April 2012, 20:44:43 »
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« Last Edit: 22 June 2012, 04:07:22 by MoLAoS »

MightyMic

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Re: Blender G3D Models
« Reply #1 on: 28 April 2012, 21:14:43 »
If you're talking about the .g3d file, then it would be because you're in edit mode instead of object mode. Switch to object mode, select the objects you want to export and export.

I've done this many, many times before  :-\

If that doesn't solve it... idk

Omega

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Re: Blender G3D Models
« Reply #2 on: 29 April 2012, 07:00:12 »
Make sure that you have marked the seams first. Consider unwrapping to be like cutting a hollow 3D model out and laying it on a table.

This is a really outdated and crappy tutorial, but it does show the basic idea of how to mark seems: http://glestguide.co.cc/blender_tutorial2.php
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Omega

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Re: Blender G3D Models
« Reply #3 on: 29 April 2012, 19:07:40 »
EDIT:
Okay so I got everything fine although I am iffy on the seams, i just marked all the edges. The current issue is that it is mapping the unwrap faces too large. so that the rectangles and squares cover the whole map to cube box and the triangles cover half as a triangle. so they aren't separated.

Is there some way to resize the faces, or can I somehow resize the square to scale them? I remember the last time I tried this they still fit.
In the UV/Image editor, you can move around the unwrapped mesh (just like shown in my tutorial). Note you'll have to use hotkeys for transformations, "g" for translate (move), "s" for scale, and "r" for rotate. At the bottom of the UV editor window is also buttons to allow your selections to sync up with the 3D window (so you know where the face you've selected is on the model) and buttons to allow you to select vertices, edges, or faces.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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Omega

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Re: Blender G3D Models
« Reply #4 on: 29 April 2012, 19:52:05 »
So there is no menu for scaling? Your s key thing was so helpful though, thanks.

Does scaling affect anything besides letting me fit all the faces in?
Well, naturally the bigger the area for the texture, the more detail you can apply.\
Edit the MegaGlest wiki: http://docs.megaglest.org/

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Omega

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Re: Blender G3D Models
« Reply #5 on: 29 April 2012, 20:53:10 »
Is it possible to expand the texture square thing?
The texture square has an infinite size. It's totally dependent on the resolution you export to. I recommend no higher than 512x512, and most regular units can comfortably be 256x256. High detail is unnecessary at Glest's zoom level.

Okay, I am pretty sure I got all the important faces onto the texture space. Now I just need to get my texture on there. I did it before so I know I can do it. Ugh this is so much more complicated than programming, even in c++...
That depends on ones skill in different areas. I'm sure a graphical artist could say the reverse. It's something you just have to get better at.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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