Author Topic: Blockland weapon models are forgeted up in so many ways, could someone polish plz?  (Read 814 times)

Basically /title.

Recently I've made some flintlock weapon models in blender and I've had them exported and tried to fix them so many times yet, the model's position, mountPoint, muzzlePoint, etc are continuing to be all forgeted up even though they are fine in blender.

Here are some example pictures from Rally (the scripter)





Could someone please open up these models in blender and try to fix them for me? I've ran out of patience with this and I have no idea how to fix it either. Here is the download link to a file with 4 of the .blend models that need fixing. Also try to use Port's .DTS exporter as well because that is what I am using and I'd like to know how it was done using that exporter and not blender 2.49b.



When you finish polishing the models, just put all four of the fixed .blend files into the folder again and I'll export them and I'll give the fixers credit when I release the pack.

Thanks!

checklist before exporting with ports exporting tool:

1) make sure your model is scaled and positioned accurately. This means importing this object of a blockhead with its arm out into your .blend file. the hand is centered at the origin, which is where the mountpoint is automatically generated.

2) after you've positioned your model, select all mesh objects (meaning any objects containing meshes) but nothing else, and reset their origin, rotation, and scale with Ctrl-A. This will reset the object's origin to the center, and lock in any scaling/rotation as 0 0 0. You can see the values change in the panel that pops up when you press N. This is usually the source with rotation/scaling/position problems when testing your models ingame.

3) Make sure your muzzlepoint, ejectpoint, and any other nodes are empties, and not armatures. I am not sure about the orientation, but as far as I know you do not need to rotate them to face the direction you want/need them to face; they seem to automatically point in the positive Y direction. Do not apply location on these empties with the method described in step 2; this will just reset their position back to the origin.

other things to note:
for ports exporter the only thing you need to put under Shape>Detail32 is the muzzlepoint/ejectpoint/other nodes. Meshes do not have to be under Detail32.
for animation, you need to use empties rather than armatures. For items (at least; idk about bot animations) the empties  must start at location 0 0 0 with rotation and scale 0 0 0 and 1 1 1, respectively. You can nest animations under other empties to get a similar effect to skeletons; if you animate an upper level empty the lower level empties will be animated relative to the upper empty.

edit: i fixed the stuff for him; the .blend files i sent him are here: http://puu.sh/poBgB/3e86da8b86.zip
« Last Edit: June 11, 2016, 03:21:51 AM by Conan »

Oooooooooookay I understand

I'll lock until I need it again!