Author Topic: Modeling Software  (Read 2003 times)

Hey guys!

Long time Blockland player, here! Just recently, along with a friend of mine, I've taken an interest in creating my own add-ons for a Medieval RPG I'm working on. I've kind of hit a dead end here as far as what modeling software to use to create the add-ons. My friend has got the coding aspect covered but what's really holding up progress is the modeling. I'm most experienced in using Blender, which I also like because it's free. However I understand that the newer versions of Blender don't support a DTS exporter, unfortunately. Then there's Milkshape3D, which I know a lot of people use. I'd really prefer NOT to use it as I'm rather cheap and paying $35 for the full version isn't ideal. I would, of course, if I had to, but like I said, not ideal. I also don't have any experience whatsoever with Milkshape and I'm not sure if it can export DTS files. Exporting is very important because I need to be able to send my friend the model so he can script it and put it into the game. Any help would be greatly appreciated!

Thanks!

Milkshape can export DTS, however, you can also simply use an older version of Blender for exporting to DTS.

This thread links to some other threads which give information about this (as well as a link to a blender setup for exporting DTS files):
http://forum.blockland.us/index.php?topic=238380.0

I use the latest version of blender. (which has no DTS exporter) But i export it as an OBJ file and then export it into milkshape 3D to animate it and add joints, then I export it. Its really complicated for a beginner, but if you do this for a long period of time, you'll get used to it. I know barley anybody does this, but it's how I do it.

Thanks for the feedback, guys!

RHK, I've used your method for this. I modelling a sword in Blender and exported it in an OBJ file to Milkshape but when it loads in MS3D all of the textures are black. Is there any way to fix this? I've Googled it and most people say to do Face --> Smooth All, which restores some of the textures but there are very exaggerated shadows and the textures are all very light and shiny. So that's one issue. Another one is I just don't know how to "position" the model so it lines up properly with your in-game character model and isn't ridiculously big or small. I also don't know how to animate it to have actions in-game, or do I even need to do that? Again, any help is greatly appreciated!

Thanks again!

Does the .blend file format differ between versions? If not, you could model in the newer version, and open it in the older version to export. Otherwise you're basically spending $35 on just an exporter

Does the .blend file format differ between versions? If not, you could model in the newer version, and open it in the older version to export. Otherwise you're basically spending $35 on just an exporter
Yes, but newer versions of Blender can save in the older format just fine. I have 3 Blender installations because of this.

I use the latest version of blender. (which has no DTS exporter) But i export it as an OBJ file and then export it into milkshape 3D to animate it and add joints, then I export it. Its really complicated for a beginner, but if you do this for a long period of time, you'll get used to it. I know barley anybody does this, but it's how I do it.
Or you know you could just use the older version of Blender (2.49b) which also has a .dts exporter (downloaded separately unless you download it from Demian's website). Now it depends if OP is willing to try and get used to the older Blender.

If you are making models in the new blender and export in the old one, keep in mind the following:

  • Save in "Legacy Mesh Format" - v 2.49b does not support Bmesh;
  • Animation data gets lost - if you want to animate something, you have to do it in the older version;

Thanks for the feedback, guys!

RHK, I've used your method for this. I modelling a sword in Blender and exported it in an OBJ file to Milkshape but when it loads in MS3D all of the textures are black. Is there any way to fix this? I've Googled it and most people say to do Face --> Smooth All, which restores some of the textures but there are very exaggerated shadows and the textures are all very light and shiny. So that's one issue. Another one is I just don't know how to "position" the model so it lines up properly with your in-game character model and isn't ridiculously big or small. I also don't know how to animate it to have actions in-game, or do I even need to do that? Again, any help is greatly appreciated!

Thanks again!
What i do is go to  Vertex, and hit unweld, but first select your model.

Thanks for the feedback, guys!

RHK, I've used your method for this. I modelling a sword in Blender and exported it in an OBJ file to Milkshape but when it loads in MS3D all of the textures are black. Is there any way to fix this? I've Googled it and most people say to do Face --> Smooth All, which restores some of the textures but there are very exaggerated shadows and the textures are all very light and shiny. So that's one issue. Another one is I just don't know how to "position" the model so it lines up properly with your in-game character model and isn't ridiculously big or small. I also don't know how to animate it to have actions in-game, or do I even need to do that? Again, any help is greatly appreciated!

Thanks again!

Sometimes this can be fixed by setting the diffuse and other three texture values to match the values of default (blank) textures that are created when you create a simple shape, such as a box.

As for scaling, the position will be determined by the mountPoint node. If you follow some ms3d/blockland rendering guides you can figure out how nodes/armatures work. For size, i suggest finding the resource page that has the full player dts model available for download. Don't remember where it is, but you might be able to find it if you search. The full player model is properly scaled, so you could use that to scale the model relative.

Animations are not required at all, and are purely cosmetic. It involves setting keyframes. A full video guide is available on youtube, created by blockland user ATwig. You should check it out

Animations are not required at all, and are purely cosmetic. It involves setting keyframes. A full video guide is available on youtube, created by blockland user ATwig. You should check it out
That tutorial is horrible. This one worked better for me.
https://www.youtube.com/watch?v=eO_Ytrvoghg