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Creating a new 3D item. Say.. A hammer.


ObLars

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Like the title says, how would i go about making an entire new hammer, i.e? Scetching it, adding texture etc. I do have GoogleScetchup, Blender, Nifskope and the GECK. I got minimal experience with everything but geck. Could anyone point a dweeb in directions? :P
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I wish they would just sticky this. Its coming up more and more.

 

 

 

My video is only 13 or so minutes, and shows me go from a blank sketchup to viewing the item in game. It really is that quick to do something very basic. Though there is a lot of work that you can and should do. Such as unchecking double sided in the modeling section in blender for each item. I cover that in my second video.

 

The Tutorial

 

 

and an outline

 

 

Files you will need -

Google Sketchup - http://sketchup.google.com/

GIMP (or photoshop) - http://www.gimp.org/

GIMP DDS plugin - http://registry.gimp.org/node/70

7-zip (or any unzipper) - http://www.7-zip.org/

Blender 2.49 - http://www.blender.org/

Python 2.6.6 - http://www.python.org/

PyFFI 2.1.5 - http://pyffi.sourceforge.net/

Blender nif plugin 2.5.5 - http://sourceforge.n..._scripts/2.5.x/

Nifscope - http://niftools.sour...t/wiki/NifSkope

Geck - http://fallout.beths...loads/geck.html

and of course FNV - http://fallout.beths...v-overview.html

 

 

Python 3.1.2 won't work with the PyFFI and the nif plugin for Blender. You need the 2.6.6 version.

 

 

Blender is used mainly just to export again. On the tutorial make sure you watch the other video I uploaded. It goes over a step I have discovered that may be necessary to do in blender.

 

 

So Basically,

 

1. Create the object in SkUp

2. Texture your object with any texture.

3. Export the file as a KMZ file

4. Rename your filename.kmz to filename.zip

5. Unzip the filename.zip

6. In blender, Import the file as a Collada 1.4 (dae) file.

7. (optional) Group like objects

8. under the editing tap on each object unclick the double sided box under mesh.

9. Create a box and resize the box exactly where you want your object to have collision

10. With the box selected, under the object tab. Set Drawtype to bounds, and Draw extra to wire

11. With the box still selected, under the logic tab. Click bounds, then Change the collision type to that you want it to look like. If there is only one box using the box option is best.

12.Click Add Property. Change Float to String. Change Prop to HavokMaterial. Change the last box to HAV_MAT_WOOD, or HAV_MAT_STONE, or something of that nature.

13.Click a view window, and press A until everything is selected. Press CRTL + A. and select Scale and Rotation to ObData.

14. Now export the file with filename.nif

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I wish they would just sticky this. Its coming up more and more.

 

 

 

My video is only 13 or so minutes, and shows me go from a blank sketchup to viewing the item in game. It really is that quick to do something very basic. Though there is a lot of work that you can and should do. Such as unchecking double sided in the modeling section in blender for each item. I cover that in my second video.

 

The Tutorial

 

 

and an outline

 

 

Files you will need -

Google Sketchup - http://sketchup.google.com/

GIMP (or photoshop) - http://www.gimp.org/

GIMP DDS plugin - http://registry.gimp.org/node/70

7-zip (or any unzipper) - http://www.7-zip.org/

Blender 2.49 - http://www.blender.org/

Python 2.6.6 - http://www.python.org/

PyFFI 2.1.5 - http://pyffi.sourceforge.net/

Blender nif plugin 2.5.5 - http://sourceforge.n..._scripts/2.5.x/

Nifscope - http://niftools.sour...t/wiki/NifSkope

Geck - http://fallout.beths...loads/geck.html

and of course FNV - http://fallout.beths...v-overview.html

 

 

Python 3.1.2 won't work with the PyFFI and the nif plugin for Blender. You need the 2.6.6 version.

 

 

Blender is used mainly just to export again. On the tutorial make sure you watch the other video I uploaded. It goes over a step I have discovered that may be necessary to do in blender.

 

 

So Basically,

 

1. Create the object in SkUp

2. Texture your object with any texture.

3. Export the file as a KMZ file

4. Rename your filename.kmz to filename.zip

5. Unzip the filename.zip

6. In blender, Import the file as a Collada 1.4 (dae) file.

7. (optional) Group like objects

8. under the editing tap on each object unclick the double sided box under mesh.

9. Create a box and resize the box exactly where you want your object to have collision

10. With the box selected, under the object tab. Set Drawtype to bounds, and Draw extra to wire

11. With the box still selected, under the logic tab. Click bounds, then Change the collision type to that you want it to look like. If there is only one box using the box option is best.

12.Click Add Property. Change Float to String. Change Prop to HavokMaterial. Change the last box to HAV_MAT_WOOD, or HAV_MAT_STONE, or something of that nature.

13.Click a view window, and press A until everything is selected. Press CRTL + A. and select Scale and Rotation to ObData.

14. Now export the file with filename.nif

 

 

That is awesome! :D Thanks a lot mate, the video is brilliant! :) One small problem though.. I can edit dds in gimp, but i cant save files as dds.. Which your tutorial says to do with the texture :(

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When you have the DDS open, and you go to save, there is a box with a plus in it on the bottom left that says file type. Expand that, and select DDS.

 

I did :-/ I followed the tutorial to the inch, and its great! :) Probobly me doing something wrong when i first installed the dds plugin, since i can easely edit dds's but i can't save a image as one. The dds file wont show on the expanded menu :/

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Which version of gimp are you using? I am using 2.6 and I believe the DDS format was native to the version now.

 

I downloaded GIMP 2.6 a couple of days ago, then downloaded and installed the DDS Plugin. I'v got no clue what went wrong.. Swell tutorial though :)

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