Author Topic: The new and improved 3D model topic!  (Read 4670624 times)

When I export things as dts from Blender and add them to the game, no colors or materials carry over. Any idea how to fix this?

a couple years back, Gravity Cat released a gun - called the CX14 I think - that had an extremely high polycount, and spawning just a few of these could cause a frame rate drop. But then again that weapon had a ton of smoothshading, which could've accounted for the lag

regardless I was able to lower the actual polycount of the GSR down to around 3300 lol
That may be true, but all of takatos (beautiful) weapons have a really high polycount and there has never been a problem with them, so it seems like it doesn't really matter.

When I export things as dts from Blender and add them to the game, no colors or materials carry over. Any idea how to fix this?
You need to create a material file and add it to .zip?


hi I use sketchup and what is this

That is not a triangle count. You can only get the triangle count by exporting a .3DS since SketchUp hides the triangulation from the user to make things easier. The OBJ plugin outputs nonmanifold geometry so that's not a proper tri count, either.
« Last Edit: April 08, 2014, 12:40:42 AM by takato14 »

That may be true, but all of takatos (beautiful) weapons have a really high polycount and there has never been a problem with them, so it seems like it doesn't really matter.
Your work is quite impressive too. What program do you use? MS3D?

Regarding the CX-32, I have a custom flat-shaded version of it, and I've never gotten lag from it. Interestingly enough that was actually a little contest between GC and I to see who could make the best gun.

But onto my point; most of my models do in fact use selective smoothing on certain parts (especially my swords) so I doubt it's the smooth shading, and I can spawn 7 of each uber weapon (9 weapons at ~6k polygons a pop) without dying from latency poisoning. The only mesh lag I've ever gotten was when I exported a 500k+ stock model as a playertype to test Torque's limits. Perhaps it's just your system?
« Last Edit: April 08, 2014, 12:37:03 AM by takato14 »

When I export things as dts from Blender and add them to the game, no colors or materials carry over. Any idea how to fix this?
You ARE making little PNGs of the materials and putting them in the folder with the .dts, right? They have to be named exactly the same as they are in Blender and they MUST be in the same directory as the shape itself.

The size of the PNG doesn't matter, I use 16x16 for simplicity, but its also possible to use 1x1 to save on the filesize. That's a bit excessive in my opinion though.

« Last Edit: April 09, 2014, 04:09:51 AM by mazeribot »

damn, i love the look of the UMP

I like the choice of colors
how unexpected, nearly quadrupled-- 3947 faces :/ the stupid little square screws that originally counted for one face add on at least 6 on top of that one face, and the hexagon ones add at least 12

I know how I can lower the poly count but I don't know if it's worth the time-- if ~4000 faces isn't too much for just a weapon in BL
zloff forget the polygon count who cares dude its p good artwork





On a blockhead





This is the 3DMG so far, any tips?

He's got some funny looking asscheeks.

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« Last Edit: April 08, 2014, 10:03:49 PM by Filipe »

Listen to your favorite songs in your butt with the new buttset, including a microphone to record farts automaticly, listen the words from the best reviews

"Why" - Everyone
that aint no buttset