Author Topic: General Blender Help Thread | Blender Megathread  (Read 54700 times)

I moved a blender version 2.71 file to version 2.49b and I think I lost all my faces. why?
Before:


After: (it says faces=0)
-pic removed-

EDIT: partially fixed. I had to check 'legacy mesh format' when saving in version 2.71 and then move that file to 2.49b, but I'm still missing 4 faces, as you can see: (the 4 vertical faces missing in 2.49b)
-pic removed-

EDIT: ALL FIXED. I just re-added the missing planes in 2.49b to solve the issue (idk why I didn't think of this earlier). so finally I've finished my first model!

« Last Edit: August 25, 2014, 07:13:57 PM by Farad »

Hey, so my car isn't casting a shadow. I'm exporting with triangle strips. Any other resins why a vehicle would not cast a shadow?

is it ok if I have a muzzlePoint but I don't use it?

Hey, so my car isn't casting a shadow. I'm exporting with triangle strips. Any other resins why a vehicle would not cast a shadow?
Include why this happened/events leading up to this.

is it ok if I have a muzzlePoint but I don't use it?
Yes, but if you don't need it, why would you include it?

Hey, so my car isn't casting a shadow. I'm exporting with triangle strips. Any other resins why a vehicle would not cast a shadow?
k

In prefer to fix about sharing issues, I selected certain faces and hit y. I can't think of any thing else that I did when I noticed the issue.

Whenever I make a model in blender 2.71 (the latest version, which was highly recommended to use instead of old versions in the OP) and open it in 2.49b, some of the faces are missing. Yes, I save with legacy mesh format enabled. Anyone have this problem also? Should I switch to an older version?

Are you modeling with faces that have more than 4 sides? Any face that has more than 4 sides won't show up in blender 2.49b. It doesn't support them.

k

In prefer to fix about sharing issues, I selected certain faces and hit y. I can't think of any thing else that I did when I noticed the issue.

It has to be an export problem.  Looking back at previous topics, some people made reference to a slider next to the triangle strips, and how it should be set to 16.  If there is a slider, try setting it to 16. Just to double check, you have your car object parented to detail32, and that parented to Shape, correct?  With both of those empties named correctly?  Did you export the layer with the car object at a detail level of 32?

a faster way of making sure you didn't screw something up in the exporter is if you sent the .blender to someone, they append everything into a new file, and export it.  Appending without opening the file wouldn't load the messed up exporter settings, so if that exports correctly, then you know you changed something in the exporter
« Last Edit: August 18, 2014, 02:51:46 AM by Gen. Hothauser »

Whenever I make a model in blender 2.71 (the latest version, which was highly recommended to use instead of old versions in the OP) and open it in 2.49b, some of the faces are missing. Yes, I save with legacy mesh format enabled. Anyone have this problem also? Should I switch to an older version?
N-gons are your problem. To fix this, so the following in Blender 2.71:

1. In Edit mode (face selection), do Select Faces by Number of Sides. In the little option box that appears in the lower left corner, change the number of sides to 4, change "Equal To" to "Greater Than", and disable "Extend". All the n-gons on your model should now be selected.
2. Hit ctrl+t to triangulate the selected faces.
3. If you want quads where possible, hit alt+j after the previous step.

Do that and it should work.

It has to be an export problem.  Looking back at previous topics, some people made reference to a slider next to the triangle strips, and how it should be set to 16.  If there is a slider, try setting it to 16. Just to double check, you have your car object parented to detail32, and that parented to Shape, correct?  With both of those empties named correctly?  Did you export the layer with the car object at a detail level of 32?

a faster way of making sure you didn't screw something up in the exporter is if you sent the .blender to someone, they append everything into a new file, and export it.  Appending without opening the file wouldn't load the messed up exporter settings, so if that exports correctly, then you know you changed something in the exporter
I would imagine he could just append it himself, right?
« Last Edit: August 20, 2014, 01:38:33 AM by BluetoothBoy »

Do that and it should work.
I would imagine he could just append it himself, right?

das true

A few people have PM'd me over the years and asked if they can also help people in this thread when I'm not around. This isn't specifically my thread. This is a Blender megathread. Anyone can help anyone if they so please.

Demain do you have any tutorials for playertypes being made in Blender and then exporting them ingame?

I want to get some playertypes I finished ingame but have no idea where to start and the only tutorial I found for this was milkshape.
No but I should make one.

Also anything on exporting animations with models?
Not yet and probably not any time soon.

Whenever I make a model in blender 2.71 (the latest version, which was highly recommended to use instead of old versions in the OP) and open it in 2.49b, some of the faces are missing. Yes, I save with legacy mesh format enabled. Anyone have this problem also? Should I switch to an older version?
Two options: You are not actually saving as legacy mesh format or you have faces that are made from 5 or more vertices.

Should I switch to an older version?
No.

It has to be an export problem.  Looking back at previous topics, some people made reference to a slider next to the triangle strips, and how it should be set to 16.  If there is a slider, try setting it to 16.
Never touched that slider. Never had any problems.

Did you export the layer with the car object at a detail level of 32?
I've never touched the detail level in the exporter and everything I've ever exported has worked fine. One test vehicle included.

a faster way of making sure you didn't screw something up in the exporter is if you sent the .blender to someone, they append everything into a new file, and export it.  Appending without opening the file wouldn't load the messed up exporter settings, so if that exports correctly, then you know you changed something in the exporter
An even faster way of resetting exporter settings is opening a new Blender file and appending (Shift + F1) everything from the old file to the new one.

N-find are your problem.
N-gons*

it seems that I always have to remap my textures in 2.49b after moving it from 2.71. Is this normal?

N-gons*
And here we see a fine example of why auto correct is sometimes just not helpful. :/


it seems that I always have to remap my textures in 2.49b after moving it from 2.71. Is this normal?
Remapping in this situation could mean one of several things:
  • UV mesh has been moved in the UV editor.
  • UV map is not assigned to the mesh.
  • UV map has been deleted.
  • Texture is not assigned to the material.
  • Texture has been deleted.
  • Material is not assigned to the mesh.
  • Material has been deleted.

Remapping in this situation could mean one of several things:
  • UV mesh has been moved in the UV editor.
  • UV map is not assigned to the mesh.
  • UV map has been deleted.
  • Texture is not assigned to the material.
  • Texture has been deleted.
  • Material is not assigned to the mesh.
  • Material has been deleted.
Oops. I'll explain further what's going on:
When I saved the model in 2.71, my image texture had been created, assigned to the object where I wanted, and showed up in rendered view - so it was working correctly.
When I open the model in 2.39b, the texture is correctly listed as one of the materials and I believe it is still assigned to the face. However, the texture just appears to be grey, even in render/texture view. All my single color materials work fine.

Is there something you always have to do to make textures suddenly show up in render/texture view after opening a model in 2.49b from 2.71? It might have to do with changing one of the input map settings to UV, as I remember that doing this made my texture show up correctly just in the material list. Now I wonder if it will work if I assign the newly functional listed material back to the face it should already be assigned to. Does this process sound familiar to anyone who uses textures often?

I was thinking this would be a common issue that you have to fix everytime you make textures