Author Topic: General Blender Help Thread | Blender Megathread  (Read 55563 times)

Why are the different faces slightly different shades? Does this mean I'm going to have errors when I export it as a DTS model?

Why are the different faces slightly different shades? Does this mean I'm going to have errors when I export it as a DTS model?
Yes. I'm fairly certain you will. If you can PM me the model (http://www.pasteall.org/blend/) I can tell you exactly why. I can't remember right know why this happens but I have an idea.

Ok, I can't do it now, but I'll pm it to you later. Glad I decided to ask.

Ok, I can't do it now, but I'll pm it to you later. Glad I decided to ask.

It's lookin good.

How would I fix the normals on an object with no thickness.  Should I even do doing that, or should I give all objects thickness?  My issues are with the wings and the netting around the balloon.





Same wing, only one side can have the drawn normal pointing away from it.

Ok, I can't do it now, but I'll pm it to you later. Glad I decided to ask.
Okay it was just as I remembered. Overlapping faces cause those darker areas. Except your model is fine. If you zoom in further you can see that the dark areas disappear. The reason they appear further away is due to floating point errors in Blender OpenGL rendering. Nothing to worry about. It's completely normal and to be expected.

I also noticed that you have quite a bit of unnecessary geometry and features too small to notice. For example: the tiny edge rim in the indent where the wheels go, the tiny square in all corners of the side windows, and the faces in front of the bus below the window. There's no reason for there to be more than 1 quad and 2 triangles. You have similar problems elsewhere in the mesh. You can use triangles. It helps cut down face counts.

There are a couple of holes in the mesh as well. If you zoom in very close to the edge of the big side window you can see that it doesn't actually connect to the rest of the bus. It doesn't really matter since it's probably too small to see in-game but it's still good practice to always avoid things like this.

You should also fix your normals. Press Alt Z and notice how there are holes in the mesh. Read this: http://forum.blockland.us/index.php?topic=157886.0#post_fixing It's old but the things still apply.

How would I fix the normals on an object with no thickness.  Should I even do doing that, or should I give all objects thickness?  My issues are with the wings and the netting around the balloon.

Same wing, only one side can have the drawn normal pointing away from it.
Unless you enable the Double Sided option (visible in the screenshots) on that wing object. Make sure the 2D wings are the only things in the object when you enable it. I also wouldn't hurt to make sure all the normals are facing the same general direction on those wings. What it does is it makes the game engine render a face on both sides of all faces, essentially doubling the triangle count. This is why you should always have it disable except in situations just like this.

Alright, thanks demian. I'll try to reduce the face count.

Just wonderin'... Does smooth shading with an edge split export properly to Blockland?

Yes it does. That's what I do all the time.

Is there a specific material name I need to assign to all faces that change color in-game?

EDIT: Is it "blank"?
« Last Edit: December 26, 2013, 03:48:28 PM by Gen. Hothauser »

Any "transparent" texture, e.g: blank.png, black25, black50, black75, whitecheck, will allow colourshifting. Make sure you don't group any meshes with these textures with meshes that have non-transparent textures within the same object, otherwise the non-transparent textures mess up and get affected by the colour of the transparent stuff. This only happens when you are playing without shaders, though.



Why is it not a solid object, it's transparent? This is my first attempt at blender, please explain thoroughly



Why is it not a solid object, it's transparent? This is my first attempt at blender, please explain thoroughly
The mesh system is not compatible: http://forum.blockland.us/index.php?topic=248257.0



In the above image, there are two objects and an armature.  The object on the left (yellow) is parented to the armature, and the armature and object on the right (orange) are parented to detail32.  I have some questions regarding this situation that are interconnected:

The armature and left object (which is a propeller) will be animated to rotate cyclically.  With previous versions of this model, I have already done so, and it works fine.  My issue is that because I have two objects that use the same materials (such as a wood color and a metal color), Blender requires all materials on the right object to maintain their original material name (ie Wood or Metal_1) and requires the left object to have an extension on the material name (ie Wood.001 and Metal_1.001).
1) Can a setting be set such that the object on the left maintains the original material name (Wood and Metal_1)?
2) If not, will the extension cause an issue when putting the .png color splotch things in the folder for my addon?

-- requires the left object to have an extension on the material name (ie Wood.001 and Metal_1.001).
No it doesn't. Blender only requires unique object names.

1) Can a setting be set such that the object on the left maintains the original material name (Wood and Metal_1)?
User Preferences > Editing > Duplicate Data: > Uncheck Material (and preferably Texture as well) > Save User Settings
Then change the materials on the left object to the original ones. Don't rename. Change.

2) If not, will the extension cause an issue when putting the .png color splotch things in the folder for my addon?
I'm not 100% sure but I don't think it will.