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  1. Hi everyone! I am working on a contract for a small gaming company that involves exporting animation data (bones, verts, etc) from Blender into a custom format. I can do the custom formatting, but I'm still trying to figure out the best place to start with the script to acquire the animation data. I found some things that worked in earlier versions of blender, but am still trying to find one that works for sure in 2.67. Does anyone here happen to have experience with this? Here is a link that I think may be helpful but I don't know enough about it yet: http://www.blender.o...93874a149adcb4b
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  2. You can find here an animation rig in Blender for the male NPC. If one wants to make animations for TDM in Blender this will be very helpfull. EDIT 2014.05.28: I also made a female version of the rig. It's a bit different than male version. See this post for details. EDIT 2014.08.02: I did a small change to male rig. Link has been updated. Also added some new animations.
  3. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  4. Hi I believe that serveral TDM modelers activly use Blender to produce models? Nemyax, one of our fine modelers became very frustrated with having to revert to previous versions of Blender in order to export MD5 models as there appeared to be no working MD5 exporter for the new versions of Blender. So he wrote his own! We have already used it to get fully working MD5 monsters into Arx and wondered if this would be of any interest to TDM Blender users. As we are all big fans of TDM we hope this will be of bennefit to someone here and all IDTech modders / modelers. Download, feed back / discussion etc is available on the Kats Bits forum. http://www.katsbits.com/smforum/index.php?topic=404.0 Regards
  5. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  6. I know DR can export into OBJ, but I recall it exports brushes as split planes. Is it possible to add option to export brushes as convex manifold meshes (so that level in OBJ ends up being made of multitextured cubes/parallelepipeds) ? Is it also possible to export patches as meshes (or as patches, if OBJ supports them) ? Is it possible to export lights, entities, etc. as dummy/empty objects (or cubes of a small size) with specific name conventions ? (it would be easier to find them in 3D app) Thanks!
  7. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  8. Hello Guys! I´am currently thinking to start a big Fan-mission project. But I have big troubles importing models into the dark radiant. The models of the buildings will be created in an professional architecture programm called archi cad. After the models are created they will be exported as *.obj or *.3ds files and imported to blender 2.63. I`ve read some basic tutorials "how to create models" in the wiki and on other homepages. I basically can export models as *.ase files with an exporter without troubles, but i only get one ase file. I´ve put it into the darkmod/models folder and it shows up in the editor as model, but without the correct texture. Now i have some basic questions: #do i need also a material file? #where i exactly have to put the texture files? In which folder ( c:\games\doom3\darkmod\textures isnt right i think) #do i need textures with *.tga format or is *.jpg also possible? #i only can find an exporter scirpt for *.ase for blender v.2.56, does anyone working with current version of blender? If yes which script/version do you use? sincerley J
  9. I am in need of an ASE exporter for Blender. I tried KatsBits ASE export, but it's so old that modern Blender versions don't even list the addon after it's installed. Someone made a thread about an ASE importer recently, but no exporter. I can export to lwo for the time being, but still prefer ase for own reasons.
  10. This isn't really a bug although it is a technical question, so I hope it's in the right section. I use Blender 3D for some time, including to mod certain games. It's likely that I'll want to create a few models for DarkMod... not necessarily map props, but even new weapons and characters. I was wondering if there's a guide on how to export animated models from Blender 2.7x into the format used by TDM and idTech4. I noticed that most models are md5 files, so I assume I only need a md5 exporter? What about textures... can they be png, should they be tga, or is it best to export them as dds? Are there otherwise requirements to what the structure of a skeletal animation must be, how animations must be marked or ordered, how joints should be configured for ragdolls to work properly, or anything else I should be on the lookout for? Additionally, I was wondering if I can find the model sources for the existing weapons and characters. So I can import them in Blender, do modifications as appropriate, and re-export them. Ideally there are .blend sources of the characters and other stuff somewhere... if not is there a md5 importer, which preserves both the mesh (at maximum quality) and skeleton and animations?
  11. Let's talk about TDM building with blender in here. Blender: http://www.blender.org/ Some links how to get into Blender: http://en.wikibooks....ble_of_Contents http://www.katsbits....hp#blender_grid You really should take your time and read these. You can't learn Blender without them. Ase exporter: http://code.google.c...ase-export-vmc/ Md5 exporter, for making anims. http://www.katsbits....4ea&topic=520.0 Very briefly how to get your stuff correctly into DR: When you start, switch grid to similar as in DR. Press N when in 3d view. Display tab. Set Lines: 128, Scale 8, Subdivisions 8. Now you are building in DR grid 8. If you need to snap to smaller grid, simply change scale parameter to the grid you want to use. ie. grid 4. Build and texturize your model. Note: each areas with different textures MUST be different objects. If walls are stone, walls have stone textures, the walls should be an own object. If windows use own window texture, the windows should be different object than the walls. Texturizing guide here: http://en.wikibooks..../Image_Textures Just remember that each object with different textures should be different objects. Also each object must have a material with a texture ASSIGNED. For modeling, I extracted editor images of textures from the TDM texture .pk4's and used them in the modeling. When you are exporting: http://www.katsbits....-ase-models.php In the ase exporter options, check every box, except: "Use submaterials" "Allow multiple materials" Set Scale to 1. We previously set blender to use scale of 8 (DarkRadiant default grid size) and the exporter applies a scale of 1, so everything you get out from blender is in DR size scale. Export file into ASE. Open the .ase file in a text editor. Find BITMAP lines declaring each texture used in the model Rename BITMAP contents to the darkmod texture shaders. For example, I used a editor image for a window and in my ase file it reads: *BITMAP "//Textures/textures/darkmod/window/diamond_pattern02_ed.jpg" I need to rename the line so that the ase file uses the corresponding darkmod material *BITMAP "\\purgatory\purgatory\doom\base\textures\darkmod\window\diamond_pattern02\diamond_pattern02" Copy the ase file into your darkmod/models/darkmod/yourmodels folder. Now fire up DR and you should find the model in the model list. If the model is visible in DR but not in game, something went wrong. With this work flow I got my models to be visible.
  12. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  13. There is now new MD5 exporter for Blender. I created it for OpenTechEngine project, but it should suit TDM as well. Please try it out, it should work more nicely than the old io_export_md5. In case of problems please use the github issues Usage is pretty much the same as with all exporters, except this one does not care about selections or any of that kind things. It will export everything exportable to chosen directory. Name generation is besed on armature naming, this is due to topology of blender objects. Please find io_export_md5 on: GitHub OpenTechEngine has it's own Discussions repository which can be used for requesting guidance Comments and appreciations welcome! It's first release and I want to find out the bugs I baked there. -kordex EDIT:renamed to io_export_md5 not io_export_md5_obj
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  14. We already have this, what we need is a .LWO exporter. So Springs can tweak models made in DR etc.
  15. Is this a common problem or am I doing something wrong. I load the model, create a brush around it, parent it to the model and try to export a cm model and it tells me it cannot save cm file.
  16. I've completed an ASE import script for Blender 2.53 Beta. Download Just place import_ase.py into your scripts/io folder and ASE will show up under File > Import the next time you start Blender.
  17. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  18. I'm fairly confident in the results of this script so I'm making it available. Download I wanted to implement pop-up dialogs whenever there's a problem like trying to write to a file that already exists but for now I've had to resort to printing out a message in the console and aborting. export_ase.py should be copied to the scripts/io folder within your Blender directory. For those with Linux or OSX I guess that directory can be found in the home folder. Once in place, the next time you start Blender 2.53, ASE will be available under File > Export. The exporter only exports mesh objects. They must have a material assigned and they must be UV mapped. Object transformations are applied. Quads are converted to triangles. The shader reference is gathered from the image texture filename. If anything I've described above is not clear, be patient. I'm going to produce a tutorial that walks you through the installation process for each plug-in along with vertex painting something from Dark Radiant.
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