Author Topic: 2012/10/26 - Obj to Blb Converter  (Read 68741 times)

Does the default wavefront obj exporter on blender work?
Cause I tried it, then tried converting it, and it gave me a ton of "can not read face on line #" errors.

Here's my obj file:
Code: [Select]
# Blender3D v249 OBJ File:
# www.blender3d.org
mtllib untitled.mtl
v 0.114768 -0.289070 -0.289070
v 0.114768 -0.289070 0.289070
v -0.114768 -0.289070 0.289070
v -0.114768 -0.289070 -0.289070
v 0.114768 0.289070 -0.289070
v 0.114768 0.289070 0.289070
v -0.114768 0.289070 0.289070
v -0.114768 0.289070 -0.289070
usemtl Material
s off
f 1 2 3 4
f 5 8 7 6
f 1 5 6 2
f 2 6 7 3
f 3 7 8 4
f 5 1 4 8
It's just one little box, to test.

Got the latest blender and read this:
To all people with issues Exporting from blender 2.6x, Here's the solution to exporting it and letting it function.
Step 1.
Remove the camera and light from the scene
Step 2.
Use These Options when exporting*

Step 3.
Run the program
Step 4
Enjoy

(The tiny and verticle issue was my fault.**)

*Change Up to whatever direction is the top of your model, and front to whatever the front of your model is. Make sure you also selected all your meshes!
**Make sure you use CTRL A to apply any scaling and rotations you made.

Side note: A Standard 1x1 Brick (Not a plate!) is .5, .5, .6 Blender units. THESE ARE THE DIMENSIONS! NOT THE SCALE!

And now it works.

Got the latest blender and read this:
And now it works.
These settings save a few bytes per brick on your computer:

The only settings that are required by the exporter. The rest is just extra.

These settings save a few bytes per brick on your computer:

The only settings that are required by the exporter. The rest is just extra.
You should turn on apply modifiers if you use them

These settings save a few bytes per brick on your computer:

The only settings that are required by the exporter. The rest is just extra.
no idea how i didnt see that lol


One more thing:

Notice how the red brick parts are slightly different heights.
Yeah, I didn't do that.
idk if it's blender, or the converter, but something's making the height of my bricks inconsistant.
which makes it a bitch to place them, as they should all be the same size, but aren't
« Last Edit: March 24, 2013, 09:55:20 AM by DrenDran »

Would be nice if there was a blb to obj converter.

You should turn on apply modifiers if you use them
You should apply modifiers before exporting anything for any game. It's good practice.

Would be nice if there was a blb to obj converter.
http://mirror.dataorb.net/BLB2OBJ.zip

You should apply modifiers before exporting anything for any game. It's good practice.
But when I then notice that it looks crap in-game / want to add something, there is no way to get it back

But when I then notice that it looks crap in-game / want to add something, there is no way to get it back
That's why you keep backups of your models. Besides why would you save after applying the modifiers? Once you think you're done with your model, save, apply modifiers (it also helps because you can see how the model looks when the modifiers are applied before going into the game), and export. If you don't like the model then you can simply load the save you made just before applying the modifiers.

That is actually a really good idea

Ok I am not understanding what is going on.
I have these 2 objects in blender:


I deleted every other object in the scene, exported it with the settings in demians picture
Now, in game I get this:

Notice how
- It is rotated incorrectly
- The bounds object was not taken as bounds
- The brick model is offset one plate down to the bounds which are 2 plates high starting at the center of the model
- The bounds object is visible

What am I doing wrong?
« Last Edit: March 26, 2013, 04:11:36 PM by Zeblote »


PM me the blend file.

Those triangles are probably triangles which you can't have in BLBs. The model is also not sitting on top of the grid. Ctrl+A and apply scale and rotation.

I tried putting it ontop of the grid but it didn't make any difference.
The blb coverter converts triangles to quads, as you can see the house shape is visible in game.

Can't give you the file right now as I'm not on my computer, will do tomorrow

I tried putting it ontop of the grid but it didn't make any difference.
The blb coverter converts triangles to quads, as you can see the house shape is visible in game.

Can't give you the file right now as I'm not on my computer, will do tomorrow
Sometimes it fails to do that and messes up the triangle. It's better to make a quad and then move two vertices on top of each other.