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Messages - Dianoga4

#31
Overdrive Terminal / Re: New Blender Interface in 2.5
November 06, 2009, 06:59:11 AM
With the little bit that I played with it last night it wasn't really hard to get used to at all. It had all the same things it seemed, just more along the side rather than the bottom. As with Blender though, any window can be used for anything, buttons, images, 3d view, etc.

Quote from: TheJamsh on November 06, 2009, 03:53:55 AM
It looks VERY max like compared to how blender used to be. Good thing i never learnt it :P, i would have to start again now haha.
#32
Overdrive Terminal / Re: New Blender Interface in 2.5
November 06, 2009, 06:57:04 AM
I downloaded it from this site.....http://www.graphicall.org/builds/ I guess this is a site where they test development builds of Blender so I guess this 2.5 version is not the complete one.

About the interface, it seems that it can be made to look similar to what it is in the 2.4X versions. I opened a file in 2.5 and it changed the interface around and it looked more like the current one so I'm guessing there are some options to change the look.
#33
Overdrive Terminal / Re: New Blender Interface in 2.5
November 06, 2009, 12:14:38 AM
Yea I was thinking the same thing. It does have that look to it.
#34
Overdrive Terminal / New Blender Interface in 2.5
November 05, 2009, 08:51:13 PM
I found a build, I guess it's a test build of the next version of Blender which will be 2.5. They've definitely made some changes to things and some things are definitely going to take some getting use to. Here's a quick pick of the new layout.

#35
Hmm well why that wouldn't work then I don't know because I just did it before I typed that big post.
#36
Actually now that I think of it....duh... I forgot that you were using another program to get it into the game. Whatever program you are using, looks like 3d exploration, you probably need to do something similar to that in there. I've never used that program so not sure what it's like.
#37
So if you problem is that things are not showing up pointing the right way I guess there are a couple of things you can do. If it is just hardpoints, you can just rotate the mesh you used as the hardpoint to the way you need. For example, I just made a simple test ship to try a couple of things out. I added an eyepoint but when I got in the game, the eyepoint was facing backwards and upsidedown. Basically it was like you tilted your head waay back until you were looking behind you upsidedown. So since the eyepoint isn't visible in the game, I just rotated the mesh I used (a cube) around until it was facing the proper way. I went back in the game and it was facing properly.

For the ship itself, in Blender the ship was facing forward when I first made it, when I went into the game, the ship was flying forward but it was facing nose down at 90 degrees. So in order to fix this what I did was selected the body of the ship, went into edit mode and selected all the vertices. Since the ship was facing nose down in the game, I rotated the ship body with all the vertices selected nose up 90 degrees. So if I was looking at the left side of the ship, I would've rotated it 90 degrees clockwise. Then go out of edit mode and rotate the ship back to the original way. You'll probably have to re-center the ship to the pivot point  as well. There are a couple of ways of doing this but to get it to exactly where you want it to be, best bet is to put the 3d cursor (white and red circle) where you want the center point of the object to be and go into the Editing buttons(F9) and press "Center Cursor". You'll also probably have to move your hardpoints back to where you want them.

It's kind of a pain in the ass way to do it but it works for me so far. There probably is an easier way to just move the axis or pivot point but so far I haven't found one. I've only recently started dealing with the axis in Blender since trying to get the exporter OM made to work. If I find anything else, I'll let you know. Hope this helps somewhat anyways.
#38
If you are wanting to see the axis of and object, you have to have the axis visible. By default they are not visible. Under the Object section (F7), there is a section that I outlined in the picture with red where you can make the axis visible as well as the objects name if you want. Once turned on you'll see the axis like in the picture. If you go into edit mode and rotate all the vertices, the axis will stay in place but everything else will change. Alt-R clears rotations. Hope that helps.

#39
Maps and Modding / Re: UV unwrapping
November 04, 2009, 12:36:57 PM
You can use "Save UV Face Layout". I believe it saves the layout as a TGA file which you can open in whatever program and save as whatever format you want. Hope that helps.




#40
Battlezone 2 / Re: xsi importer/converter
November 03, 2009, 08:53:17 PM
Well with the testing I've done tonight, I've been able to get rid of that error anyways. The error pops up if you don't have a material with a texture applied to the model. You have to add a material to the model,then go to the texture tab and add an image texture and load an image like whatever texture you're wanting to use for the model. That should at least get rid of that error. I've been trying out different things for over and hour now and still I can't get a texture to show up really. I always end up with a cube that is a solid color. The only thing remotely close is that the solid color is a color that is on the texture but that's about it. You can't see any of the texture, just the solid color. I've tried a bunch of different things and so far no go including using Blender 2.42 which the exporter was originally written for. At this point it doesn't seem to matter what version of Blender thought because the same thing is happening in the old and new versions. The thing is that we don't know if we are doing something wrong or if the exporter just isn't working. I have yet to see a picture of a textured model that came out of Blender with that exporter that works in the game. If you happen to come across anything let me know please, thanks. Thats enough testing for me for one night. :wink:
#41
What exporter are you using to get them in game?
#42
Battlezone 2 / Re: xsi importer/converter
November 03, 2009, 06:29:57 PM
Actually Josiah's thread was hijacked hehe, sorry for that.

Anyways, in order to use the exporter in the new version of Blender, you have to tell blender where the exporter is. Open up Blender with no project selected meaning a brand new default Blender window. The bar at the top of the Blender window where it says File, Add, Timeline, etc. can actually be dragged downwards to expose some settings. You'll see some buttons along the bottom of the window you just exposed. Click on the "File Paths" button. You'll see various file path selections for different things including Python Scripts. Now in the python scripts directory selection, navigate to where you plan on keeping your python scripts for Blender. What I did was just make a new folder in the Blender directory and called it Scripts but you can put them where ever you want. Now once you have the directory for your scripts selected, drag the bar back up so that it hides the settings window so that everything looks normal. This is the important part! Press Ctrl-U to save the user defaults or else you will have to do that all over again every time you want to use the script in Blender. Also before saving the defaults make sure that Blender is at it's default start up window. If you press the Ctrl-U and save your defaults while you have a project open, every time you open Blender, it will start at that project hehe.

Hope that helps.
#43
Battlezone 2 / Re: xsi importer/converter
November 03, 2009, 06:01:34 PM
This link should work....http://www.overminddl1.com/forum/index.php?action=dlattach;topic=694.0;attach=392

Well I did a couple of more things with a little progress. First of all the exporter seems to work with the newest version of Blender (2.49) or at least it's doing the same thing in both the old and new versions. I'm using a simple cube as a test model. The only real progress so far is that whatever texture I seem to use to map onto the cube, some of the color seems to appear on the cube but the mapping does not show up. What I mean is, I have tried a couple of different textures, one has alot of yellow on the texture but most of the texture does have a design on it. When I use it on the cube, the cube just shows up as solid yellow so something is still not right. I'll keep trying.
#44
Battlezone 2 / Re: xsi importer/converter
November 03, 2009, 05:31:35 PM
Well so far I still haven't been able to get a texture to show up even using your example Jamsh. I downloaded the older version of Blender as well to make it wasn't just the version of Blender but still no go. I've got some time right now, I'll try a couple of more things.
#45
I've been a mod on another forum for a few years now and I can almost guarantee you that most of those "guests" are actually like Google Spiders, Yahoo! Slurp Spider, MSN Bot Spider, etc. I just looked on the forums that I mod on and out of the 7 "guests", 4 of them are what I just listed.

I'm not saying that none of them aren't legit guests but maybe just not as many as you might think.