| Blockland Forums > Modification Help |
| [Blender] New DTS plugin |
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| Conan:
inverted normal. to check the direction of normals go into edit mode > n side panel > near the bottom theres options to display edge, vertex, and face normals. select faces you need to flip and go to t side panel > uv/shading tab > flip normals optionally if your model is clean you can select all > recalculate normals and hope for the best |
| BLockyBuildingBro:
--- Quote from: Conan on October 18, 2017, 12:41:15 PM ---inverted normal. to check the direction of normals go into edit mode > n side panel > near the bottom theres options to display edge, vertex, and face normals. select faces you need to flip and go to t side panel > uv/shading tab > flip normals optionally if your model is clean you can select all > recalculate normals and hope for the best --- End quote --- Hot stuff it works. now only 3 Problems remain. Problem 1. How do I make the wheels invisible? Problem 2. I'm trying to move the wheels (known as "hubs" in the weird skeleton) but it won't save. I export the wheels as normal but nothing Problem 2.5. this ties into problem 2, as it involves the skeleton. same problem problem 3. How do I save the colors? I'm honestly seeing if I can make the MAIN color up to the player, such as the jeep or any vehicle with custom colors, however, I'd like the: Black on the front "vents" Yellow on the exhaust in the back and the front. and White, for the stripe down the middle. Thanks, everyone |
| Conan:
make sure to export the textures in the export options at the bottom left. include these alongside the dts when putting in the addon folder. to change the hub and mount locations, delete the keyframes in the dts, then move to a new location. you will need to access the dope sheet to see the keyframes. also delete the reference marker (the triangle in the timeline/dope sheet with the name reference above it) to hide the wheels you need to change the wheel datablocks the vehicle uses to custom ones, and give them no shape. |
| BLockyBuildingBro:
--- Quote from: Conan on October 18, 2017, 05:04:05 PM ---im not at a computer right now, but here are some more fleshed out steps in the export options window at the bottom left (after selecting “export dts”) is a bunch of options. one of these is generate blank materials. right underneath is a drop down menu that by default says none. this is the “auto generate textures” option, set it to all (if missing) and 16x16 texture pngs should be generated after export in the same folder as the dts. put these textures as well as the dts in the addon zip/folder you’re using. the textures should be in the same directory as the dts. as for the empties resetting its position: at the bottom left or top left of every blender window is a little icon in a drop up/down menu. for example, the one in the 3d view looks like a cube and its at the bottom left of the panel, all the way to the left of the options along the bottom bar. if you click this (or any other panel’s) you’ll see a bunch of different options show up. one of these is the dope sheet: its a panel to let you view animation keyframes and individually select/modify their location along the timeline. usually i change the timeline panel (at the bottom of the default blender layout) to dope sheet. you’ll probably also see the reference marker i mentioned in both views. select the keyframes and delete them. also delete the marker. these are impacting your export (if they exist) as they hold location/rotation/scale data of all the empties you imported, and so moving the empties to new locations/rotations is being overridden by the location/rotation data in the keyframes i would greatly appreciate it if you quoted this in the dts topic as it may help someone else in the future --- End quote --- |
| Sideswipe:
is it possible to have a face on a model only render on one side? for example a window that is opaque on one side but not the other |
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