Author Topic: [TUTORIAL]Importing a simple cylinder from blender into blockland as an interior  (Read 2011 times)

REQUIREMENTS:
Torque Constructor: http://www.garagegames.com/products/constructor
Mission editor: http://forum.blockland.us/index.php?topic=86817.0
Blender(latest version): http://www.blender.org/
























The trick with interiors is that if theres a space that you need to fill in, but its larger than a quad, then you need to fill it with triangles, and they need to all be lining up to the edges around them, really simple actually
« Last Edit: November 06, 2011, 04:36:14 AM by soba »

*automatically

You could have exported the cylinder as is without needing to convert the end faces to triangles and a square. The pink color does not cause the interior to be invisible in game, it gives the interior a black asphalt type texture.
« Last Edit: November 06, 2011, 04:24:56 AM by Demian »

*automatically

I'm pretty sure you could have exported the cylinder as is without needing to convert the end faces to triangles and a square. The pink color does not cause the interior to be invisible in game, it gives the interior a black asphalt type texture.
Last I checked, null.png is what torque constructor uses to define what is invisible and what isn't

and exporting the cylinder without making any modification to it is not only a waste of faces, but my topic wouldn't really be teaching users what blocklands interiors require to work ingame
« Last Edit: November 06, 2011, 04:25:41 AM by soba »

Last I checked, null.png is what torque constructor uses to define what is invisible and what isn't
Constructor maybe but when Blockland's game engine doesn't find a texture for an interior it uses the first texture it can find, which is an asphalt texture.

Blender 2.49b .map exporter (couldn't find a link)
It's part of 2.49, not a plug-in.

Constructor maybe but when Blockland's game engine doesn't find a texture for an interior it uses the first texture it can find, which is an asphalt texture.
Ah, the texture would need to be in the same folder as the original interior

Ah, the texture would need to be in the same folder as the original interior
No. If the interior does not have a texture, it will use the default texture. I don't know where this is located.



Odd. Last time it was a lot darker.

-snip-
Null.png is applied to the model upon loading it after exporting it from blender

Null.png is applied to the model upon loading it after exporting it from blender
Yes. It is a pink texture. In the screenshot above the interior is clearly not pink. My point is that the null texture is not applied in the game to interiors lacking textures.

Yes. It is a pink texture. In the screenshot above the interior is clearly not pink. My point is that the null texture is not applied in the game to interiors lacking textures.
ah

You can just make a cylinder primitive in Constructor...

And I see you have discovered Crafty.

You can just make a cylinder primitive in Constructor...

And I see you have discovered Crafty.
Been using it as long as I can remember, and this tutorial is ment to teach users the "rules" of the interiors, what it can and can't do basicly

Oh I see, it's just to try and prevent them from breaking.

-- and this tutorial is ment to teach users the "rules" of the interiors, what it can and can't do basicly
It fails quite hard at that part but does excellent job at explaining the exporting process of going from Blender through Constructor to the game.

you can apply textures to the .map in blender by using the UV edit.

you can apply textures to the .map in blender by using the UV edit.
Obviously but you can do that to the .blend too which is included in the OP. I feel like I'm missing something here..