Author Topic: First model invisible in-game? Help?  (Read 1184 times)

I recently made a model in Sketchup for Blockland, thought I did everything right and mostly worked out all the kinks. Exported as .3ds into Milkshape, exported it as .dts (pretty sure I had settings correct, still messing with it). Just to get the basics down before I get more serious about it. And I found out that my model in-game is completely invisible... It still shoots and I can pick it up as an item, it's just invisible and I'm not sure how to go about it. Any ideas/suggestions? Thanks.

P.S. I used this forum post as sort of a guide for the most part: http://forum.blockland.us/index.php?topic=78760.0

Use the advanced dts exporter in milkshape and set your LOD (level of detail) for each group to 1. Make sure the textures are linked correctly as well

Use the advanced dts exporter in milkshape and set your LOD (level of detail) for each group to 1. Make sure the textures are linked correctly as well

Thanks for responding, I will try that. Also, I can get my weapon to show up in-game, but some parts of the main weapon are invisible instead of the whole thing, is this the same issue? More food for thought: I thought the LOD being 1 would set the "visibility" (essentially) to only first person. And LOD 3 to third person and LOD 0 made it both. Is that true or am I on the wrong track?

Is that true or am I on the wrong track?
LOD is something completely different:

Quote
In computer graphics, accounting for level of detail[1][2][3] involves decreasing the complexity of a 3D object representation as it moves away from the viewer...The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.
https://en.wikipedia.org/wiki/Level_of_detail

The idea is you make several version of the model with successfully less detail, and the game selects the appropriate one as you get further from the object.
Don't worry about doing that, though; I never see it used in BL models, I'm not sure how well the engine even does it

Alrighty, thanks guys. I will keep trying :)

I would try and help you on this one but unfortunately I only use blender.

I can help you with this,all i need is the model and i will tell you whats wrong.
Pm me or something.

Thanks guys! Sorry for late reply. I actually switched to blender and imported an old-ish model I made a while back that I didn't think I'd ever get back :D I got it in game and it's working fine. Only thing is that I can't seem to get the rotation/location of the gun right. I tried multiple ways of fixing it but I can't seem to get it right. Still new to this. But I like it :) Here's a pic hopefully. If you guys can help with this, I'd be a happy camper. Btw I'm using Blender 2.5 and 2.49 for exporting. Thanks.

https://www.flickr.com/photos/137866875@N03/shares/2d0j8B

Btw I'm using Blender 2.5 and 2.49 for exporting. Thanks.

https://www.flickr.com/photos/137866875@N03/shares/2d0j8B

Using 2.5 to model and such and 2.49 to export and animations. Sorry if there was confusion.

If you post the .blend file here I'm sure one of us can easily fix that for you

If you post the .blend file here I'm sure one of us can easily fix that for you
Make sure that when exporting make the Y axis forward and Z axis is Up

Make sure that when exporting make the Y axis forward and Z axis is Up

What do you mean by this? Like vertical and horizontal? Also, I've actually been messing around with it and I sorta kinda figured it out. The origin was all doinked up so I fixed that. Just imported back into 2.5 and moved it. Then opened it up in 2.49 and exported it. Messed with a simple rotation thing and now it shows in-game almost perfectly. The only thing I see wrong with it is that it's upside down in my hand. And rotating it only seemed to change the rotation on a block when you assigned an item to it. Any ideas?

If you post the .blend file here I'm sure one of us can easily fix that for you

And I know but I don't wanna go through that if it's just a simple thing to fix that can be explained ;P

Nvm I figured it out :D just had to rotate the bone mountPoint 180 degrees on the Y-axis. Phew. Can probably lock this topic now lol