Search found 164 matches
- Tue May 08, 2007 2:33 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
- Tue May 08, 2007 2:03 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
- Tue May 08, 2007 12:32 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
Here's a quick tutorial on coloring Blender meshes for Darwinia using this technique: In mesh Edit Mode select all faces that will have a common color. Then hit the pink Split button in the Mesh Tools button group. Those faces are now a separate sub-mesh within the same Object. You can drag them ar...
- Mon May 07, 2007 10:52 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
Limited marker support. You create markers as 'Empties' in blender, and they use the same heirarchy stuff as mesh objects. I've also fixed a major bug with multi-fragment objects. Currently, markers get the same default 'Top' and 'Front' vectors as everything else - should I calculate those from th...
- Mon May 07, 2007 10:45 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
I'm not certain it's possible to make Blender draw vertex colors flat-shaded. I'd recommend splitting the object so that each face is seperated from the others (but still all the same object). You should then be able to paint each face, and have it come out the exact same way in Darwinia. The verte...
- Mon May 07, 2007 9:56 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
PaladinOfKaos, you now have eight respect points! Spend them wisely! re: Markers, many markers can be parented to fragments. This can make hand-editing easier. BUT some shapes expect things to be broken up exactly as they were in the game files. I don't remember exactly which ones. Some darwinia sub...
- Mon May 07, 2007 9:31 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
Yeah, it was just the .off exporter that was inverting normals, so I had to recalc inside when going throuh .off. Yes, that patch fixes the top orientation. And front is correct when looking towards the Darwinia origin. Any chance of a 30-sec how-to for coloring darwinia models in blender? Preferabl...
- Mon May 07, 2007 9:12 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
- Mon May 07, 2007 8:19 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
Hi PaladinOfKaos, a blender import / export module would be wonderful! I can't add anything other's haven't already said elsewhere, but I'll gather a few examples and mention a few things that aren't really documented anywhere except forum posts. On the subject of triangle strips, you should easily ...
- Mon May 07, 2007 2:17 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
I can understand transformations like euler angles, and the importance of the multiplicative order in matrices. I don't really need all that stuff explaining as I either already know it or don't care! Sorry, but you'll have to bear with my style. I'm verbose. Besides, there are other people followi...
- Sun May 06, 2007 11:58 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
Nope. I dunno. Since the shape files don't explicitly use the Normals list, the engine may be doing some heuristics to determine face directions. Above I mentioned that most of my recent blender shapes have required blender to set the normals inside. But I'm sure that hasn't always been the case. Ma...
- Sun May 06, 2007 8:30 pm
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
Two tips for exporting DEC .off files from Blender, one I've mentioned already: 1. Meshes must be converted to triangles before exporting. In Edit Mode, select all vertices (or faces) then do Mesh > Faces > Convert Quads to Triangles. 2. Darwinia seems to prefer normals facing inwards on most of the...
- Sun May 06, 2007 7:55 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
ooo, that's burry! The matrices would be so you didn't have to do what you're gonna do. That is: change the coordinate data directly. Then the relative effects of the parent tree get screwed up. It would be fine for static shapes, but moving ones could be thrown for a loop by the coordinate shifts w...
- Sun May 06, 2007 6:28 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
- Sun May 06, 2007 5:12 am
- Forum: Mod Projects
- Topic: Shape Files: Import & Export Blender Meshes
- Replies: 107
- Views: 45886
Tada? Anyway I made an awful shp->off converter in VB; it does the job. Currently, it doesn't understand what to do with up and front (mainly because *I* don't know what to do with them, I know they relate to the orientation but I don't know how to translate that into linear space) and it doesn't s...