Author Topic: General Blender Help Thread | Blender Megathread  (Read 54979 times)

Literally all you need for wheels are the detail32 and shape empties. Just export like any other model (so yes, triangle strips).

Along which axis should the front of the vehicle face?



Pertaining to brick making - I have a brick that I made and it works perfectly ingame except that it has odd collision.  If a player walks toward the corner of the collision box, that player is able to partly enter the brick, but not entirely.  Almost like the face of the player's coll box that is furthest from the coll box of the brick is catching on the brick's coll box.  If the player walks straight toward the brick, the coll box acts normal and collides with the player.
« Last Edit: June 14, 2014, 08:19:04 PM by Gen. Hothauser »

Along which axis should the front of the vehicle face?
Positive Y.

Pertaining to brick making - I have a brick that I made and it works perfectly ingame except that it has odd collision.  If a player walks toward the corner of the collision box, that player is able to partly enter the brick, but not entirely.  Almost like the face of the player's coll box that is furthest from the coll box of the brick is catching on the brick's coll box.  If the player walks straight toward the brick, the coll box acts normal and collides with the player.
The DTS collision model has incorrect scale and/or rotation. Start by rotating the collision box by 90 degrees on the Z axis and then exporting. If it doesn't work, rinse and repeat. You can also try scaling by 0.5 or 2. Trial and error until it works.

My Vehicle cant exported as DTS. because of "Python Script Error: Check console" How I fix that? D:

My Vehicle cant exported as DTS. because of "Python Script Error: Check console" How I fix that? D:
Well what does the console say?

How I set on the mesh as transparent , not the texture for collsion and how I can add the bone for the vehicle?

How I set on the mesh as transparent , not the texture for collsion and how I can add the bone for the vehicle?
Do you want the entire mesh transparent, or a part of it translucent? Also, there is never a texture for collision, as it is not rendered.

To add a bone (assuming you're using Blender), select Armature from the "Add" menu, move it to the 0, 0, 0 point on the grid to avoid placement errors, and go into edit mode for the armature. Then move your bone into the position you want. If you need more than one, duplicate the bone in edit mode, not the armature in object mode. The armature acts as a collection of bones, so you should only need one in your model; otherwise, it could get glitchy. Once they're in place, name the bones (not the armature). To do this, hit "n", at type the name into the Bone Name box. Names for bones are usually:

hub0 - hub3 (or however many wheels you have)
mount0 - mount# (seats)
muzzlePoint (projectile launch point)
ejectPoint (shell ejection point)
mountPoint (item holding point)

Other names can be used for other purposes (i.e. custom animations).

Do you want the entire mesh transparent, or a part of it translucent? Also, there is never a texture for collision, as it is not rendered.

To add a bone (assuming you're using Blender), select Armature from the "Add" menu, move it to the 0, 0, 0 point on the grid to avoid placement errors, and go into edit mode for the armature. Then move your bone into the position you want. If you need more than one, duplicate the bone in edit mode, not the armature in object mode. The armature acts as a collection of bones, so you should only need one in your model; otherwise, it could get glitchy. Once they're in place, name the bones (not the armature). To do this, hit "n", at type the name into the Bone Name box. Names for bones are usually:

hub0 - hub3 (or however many wheels you have)
mount0 - mount# (seats)
muzzlePoint (projectile launch point)
ejectPoint (shell ejection point)
mountPoint (item holding point)

Other names can be used for other purposes (i.e. custom animations).
Thank you, but Blender is difficult for me. I am using SketchUp for make the model and milkshape for joint (bones) and export DTS with collision.

Thank you, but Blender is difficult for me. I am using SketchUp for make the model and milkshape for joint (bones) and export DTS with collision.
You are posting in the Blender help thread... get out if you're not using it.

Demian, you should put this in the OP, it's a good reference:
http://forum.blockland.us/index.php?topic=230303.0

EDIT: Would you kindly give some information on UV mapping and textures?
« Last Edit: June 25, 2014, 12:51:07 AM by TristanLuigi »

I attempted to make a partially transparent UV map on a static shape, but the texture seems to shift slightly to the right. Any idea on how to fix this?

I attempted to make a partially transparent UV map on a static shape, but the texture seems to shift slightly to the right. Any idea on how to fix this?
In-game or in Blender? PM me the blend and I'll take a look at it.
http://www.pasteall.org/blend/

I am working on a vehicle and how do i make certain shapes stay a single color? and how do i place a playermount and how do i place a wheel mount (not steering wheel)

I am working on a vehicle and how do i make certain shapes stay a single color? and how do i place a playermount and how do i place a wheel mount (not steering wheel)
Assing a material to those shapes/faces on the mesh. I think player mountable spots are bones (not armatures!) named mount0, mount1, and so on. Wheels are bones called hub0, hub1, etc.

Assing a material to those shapes/faces on the mesh. I think player mountable spots are bones (not armatures!) named mount0, mount1, and so on. Wheels are bones called hub0, hub1, etc.
Thanks also how do you make a mesh/face a certain color so you cant respray it i game?

Thanks also how do you make a mesh/face a certain color so you cant respray it i game?
Give it a material named "blank".