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


ObLars

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  • 1 month later...

Ok, Well im trying to model some .nif's from sketchup8, but blender seems to be taking me for a ride :\

 

I make an object, pritty simple then i export it to a .kmz, rename it to a zip, extract dae and jpg, convert the jpg to dds with PS CS5, place the texture in textures\folder\ along with the dae, i open the dae, and after gawd knows how long manage to get a box around it and i change the property to havokmaterial and string to hav_mat_wood, highlight all objects and set them to scale and rotation to obdata, export it to .nif and get this error: image type texture has no file loaded ('ID5')

 

Also when i try and do a house i get scale and rotation to obdata needs to be done... or something, but iv already done that so it thinks it isnt, however the ID5 error is the most pressing.

 

Blender 2.49

Python 2.6.6

PyFFI 2.1.6

 

Thanks, Jayson.

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I think I know what the problem is.

 

1.Switch into Outliner view. Expand things until you fine the object "ID5"

 

 

2.Open the Shading tab with the "F5" key.

3.Open the texture button with "F6"

4.Make sure texture type is set to image for your item

5.Check the texture file, it should point to the texture you need.

 

 

 

I suspect that step 4 is when it is messed up. It probably set to not have a texture, or it has a color instead. I am going to update my tutorial after I get off vacation, when selecting texture in sketchup prior to export, you need to select a picture texture, not a color. For some reason it is very different in how it is applied. I will also be adding UVMAPPING and wall\floor pieces.

Edited by Interfer0
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Merry Christmas everyone!!!

 

I will check that just now, i narrowed it down to the point where i create the collision box around it, however saving the imported dae to nif = a working nif [well not working but it exports it] then the collision and thats when it goes from good to looking for something to break that isnt already broking :)

 

Are you using Blender 2.55? I tryed it but importing a dae seemed to be it, no variation between 1.4 or 1.3 dae files, im wondering if that will hinder my work in any way. I would test myself however it took form 12 till 8am to get blender to import a dae, pyffi was at fault messing with plugins ect, it really did my nut in lol. Anyway ill install the 2.55 beta blender because i can see its UI in the pic's i just hope its dae import works the same as the 1.4 dae in blender 2.49 :)

 

[EDIT]

 

Ok done that, got passed all the problems with textures now its asking me to create UV map for every object? :o seemed really easy when you done it lol.

 

Ok, im guessing the dae file doesnt tell blender where the textures go? hence why i need to apply them myself? [altho they dont show up in textured view] I thought thats what nifskope was for? Im lost and confused hahaha, is there an easy way to bypass the UV mapping and texturing like a madman so i can just get the texture paths correct in nifskope? i dont know about you but blenders 3d view seems to cut most of the object off as if there was some laser a few meters infront of the view slicing the model apart.

 

[EDIT] *Again*

 

Do i need to set texture paths and load the model from an exact location like the location of the textures or how does that work? isnt there a way to import the model along with the textures?

 

Thanks again, again.

Jayson,

Edited by Weeman0000
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nope Blender 2.49 I have 2.55 but I can't get a hang of it.

 

I believe HavokMaterial and HAV_MAT_STONE are both case sensative.

 

Check to see what the texture setting are on your collission box. They should have no texture file associated.

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Just keeps saying create a uv map for each texture lol :\ But i dont know how to do that so ill go for a nap and then get about asking ma m8 to pull his finger out and help out ROFL

 

Ill watch your video again and pause it at every step so i know 100% that its not my lack of experiance and indeed is blender taking the p*ss, rogue programs.... why did ppl start messing about with AI PMSL, we all knew they would stop us from doing the fun stuff out of spite :\

 

Ill redo your tutorial and even do a 1 skin model [a box] to test and will update when i fail HAHA, however if i do fail where you didnt ill get out the cyber whip and beat the sh*t out of damn blender.

 

Cheers and have a good afternoon :)

 

Jayson.

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Creating a UVMAP is easy. Just click the Item, and go into edit mode with "tab" then select everything, and press "U". Do the unwrap with with Smart Projections which is the last one. I usually turn off Stretch to Bound. Otherwise your picture will be distorted.

 

You will have to do this for every item in the Hierarchy, its best to join objects together so that you limit the Hiarchy to just a few items. Like in a couch, I would join all the base objects, but leave the seat cushions their own object. This makes the texturing a lot easier later.

 

 

I think the problem was in google sketchup you added a color instead of an actual texture. This is something I have just recently discovered.

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I think the problem was in google sketchup you added a color instead of an actual texture. This is something I have just recently discovered.

 

Yes you were right, the door handle was a "color" rather than a texture, however i still got the error when i changes it to a texture and saved it, HOWEVER im pleased to say iv got an item ingame! Yes you heard me! a textured ingame chest to be exact haha, a basic one but its function is the same..... ALTHO with every achievement theres always, side effects, my chest seems to be no bigger than a match PMSL!!! great if you plan to have 50 billion chests but even at a scale of X10 its no bigger than a match box.

 

Well see for yourself lol http://img98.imageshack.us/img98/3288/giantchest.jpg

 

When i done it in sketchup it was knee height and twice as long, are there plans for adding a scale part to the tutorial? Maybe sizes of houses and stuff, ie "Human height = X, Human width = Y" It might help me and my miniture pocket "giant chest" hahaha Ill have a look and see if i can find "X" and "Y"

 

If anyone knows the mesurements of X and Y then please reply :)

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Thanks, however this model was scaled to 2.5m wide, 5m in length and 1m deep in sketchup, after sketchup, blender and finaly into geck [and scaled by a facter of 10] here is V2

[EDIT]This is still on the top step of the docs house hahahaha

http://img151.imageshack.us/img151/314/littlebigchestv2.jpg

[EDIT2] Well i resized it but now im getting this sort of texture destortion and model glitches where the main part of the body [the main box] vanishes but the handles and stuff remain, take a look, have you seen this level of retardation before? http://img808.imageshack.us/img808/354/littlebigchestv3.jpg

I believe it might have something to do with the havokmaterial or the options when exporting? just a guess but it seems that it texture of the box is a sort of wood at 100% with my texture of beveled iron at 1-5% so i can see the texture, just, i can also see the shade of the underlying texture but there seems to be some mad thing ontop of it, any ideas?

Will my houses need to be modeled using miles rather than meters? [PMSL]

Edited by Weeman0000
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