Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on October 12, 2007, 05:34:17 PM

Title: standard material library for blender
Post by: TheJamsh on October 12, 2007, 05:34:17 PM
ok, ive figured out how to make my models and import them into blender

two things i need to do, one i need to texture the thing (im going to use blender for that i hope)

i also need to add essential materials such as hp_com etc.

what do i need and if anyone has a library they want to send ill be flaming grateful! plus a little help on how to fix it to my models to!

thanks ski!
Title: Re: standard material library for blender
Post by: OvermindDL1 on October 12, 2007, 06:19:41 PM
hp_com does not need a material as it is not rendered in-game.
Title: Re: standard material library for blender
Post by: Lizard on October 12, 2007, 06:58:30 PM
I don't think he means material in the 3d modelling sense of the word . ;)

I'm guessing what you are after is a list of essential components, and well there aren't any as such because it completely depends on what you are trying to build, but assuming you are building a hover tank you don't really need anying other than HP_com, HP_eyepoint and whichever weapons HP's you wish to have ( max limit 5) , everything else is optional . Infact you don't really even need an HP com or eyepoint as the game will just use the model's origin if neither are present.


hardpoints are just tiny pieces of geomety and they can be anything really this is because it's the name and location of the HP object not the actual shape of it that's important.
Title: Re: standard material library for blender
Post by: OvermindDL1 on October 13, 2007, 03:46:11 AM
The mesh file does not contain any mesh data for hp's, just a vector and direction, the xsi is the same, you do not even *need* a mesh part of it, but most modelers would not put the position without a mesh inside it, hence why it usually has something.
Title: Re: standard material library for blender
Post by: TheJamsh on October 13, 2007, 08:45:38 AM
oo okay

and yeh what i meant really was like some objects that i can attach to my models in blender. im VERY slowly getting the hang of it but ive never fulyl udnertood how a game engine interprets a model.

one thing, does the HP_COM state the center and direction of the object or is it the axis its built on?
Title: Re: standard material library for blender
Post by: TheJamsh on October 13, 2007, 09:03:43 AM
or maybe i could use threed to add them in and reposition etc from existing models..

the trouble is, when i make my models they will import into blender as one solid object. if i want turrets and stuff how am i suppsoed to do that?

tah
Title: Re: standard material library for blender
Post by: OvermindDL1 on October 13, 2007, 07:48:41 PM
If your models come in as one large thing, then blame either the other editor you are using, or the format you are putting it in, try the .3ds format if that is the case.

Any hp's are defined by the frame transformation matrix, not by the position or anything of the mesh that it looks like.
Title: Re: standard material library for blender
Post by: Dianoga4 on October 13, 2007, 09:46:25 PM
If you models open up in blender as one solid object, you could always go into edit mode and separate the pieces. While in edit mode(Tab button), pick all the vertices of the piece that you want to separate and then press "P" to separate them.

Dia
Title: Re: standard material library for blender
Post by: TheJamsh on October 13, 2007, 11:55:05 PM
ill keep at it

and yeh im importing from a product modelling package. so all things are made with base shapes and extrusions. its all one solid object anyway.

importing/exporting with STL format btw, shall i use binary or ascii

gah steep learning curve
Title: Re: standard material library for blender
Post by: OvermindDL1 on October 14, 2007, 12:15:38 AM
Should use .3ds or something else more standard...
Title: Re: standard material library for blender
Post by: TheJamsh on October 14, 2007, 04:05:57 PM
cant get it... dam expensive too
Title: Re: standard material library for blender
Post by: OvermindDL1 on October 14, 2007, 05:01:12 PM
Not the program, the file format.  The format .3ds is very well supported by just about everything out there, and quite capable for model specific stuff (not so great for game specific stuff, but neither is .xsi, .mesh (OgreMesh) is better for game stuff, but meh).
Title: Re: standard material library for blender
Post by: TheJamsh on October 14, 2007, 05:14:21 PM
yeh, silly but mesh isnt supported by anything

except of course youre mesh viewer

o and by the way, i tried to use mesh viewer on vista, it doesnt get on with it too well, the viewing window is totally transparent

jsut a buig report meh
Title: Re: standard material library for blender
Post by: OvermindDL1 on October 14, 2007, 05:25:06 PM
Not that kind of mesh, BZ2's mesh is called .msh, the .mesh I referred to is the Ogre Mesh format, designed specifically for games, very powerful, a lot of useful metadata, etc...

And yes, Vista OGL sucks, live with it or get XP (or encourage me to use a full OGL library and not just raw functions, would take time though).  I can also compile it for *nix (and Mac too if I had a mac, I love multiplatform code) if you have *nix installed on your machine too.
Title: Re: standard material library for blender
Post by: BNG Da BZ Fool on February 03, 2008, 05:07:42 PM
I suppose you could also try using the compatibility wizard on Vista with the mesh viewer, but I'm still using XP. Blender, is indeed a fine product, but really takes some reading to get used to the UI.

Made my first static model (flying type) and it looks pretty neat so far. Got to get the fill face thing down though; did it once and then apparently forgot how I did it...LOL. I even started to customize the UI a bit, but backed off after realizing most of the tutorials are based on the default layout. The material library is pretty basic and it's texture library and documentation are more then adequate too. Finally realized that a material and a texture are 2 different animals but work together all the same. The animation tutorials look pretty straight forward as well. Haven't really messed with the UV unwrapper yet; that'll come with time though. 
Title: Re: standard material library for blender
Post by: OvermindDL1 on February 03, 2008, 08:36:26 PM
Quite frankly, I hate Vista, every single time I've touched it I hate it even more, and considering I use it at work on occasion, that is pretty often.  I will probably, purposefully, have later programs I make segfault if vista is detected...
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Title: Re: standard material library for blender
Post by: TheJamsh on April 17, 2008, 01:19:28 AM
all microsoft have done is stick a cover over the XP system... so all the bugs of XP with all the latest vista bugs which im having trouble keeping up with

surely a marketable operating system shouldnt have a 'vista troubleshooter' program running constantly!! inspires little confidence
Title: Re: standard material library for blender
Post by: Nielk1 on April 17, 2008, 03:40:44 AM
My XP purrs like a kitten.
Title: Re: standard material library for blender
Post by: VSMIT on April 17, 2008, 05:20:38 AM
I'm having no problems with my XP.

VSMIT.
Title: Re: standard material library for blender
Post by: TheJamsh on April 17, 2008, 04:29:45 PM
i didnt apart from i know vista seems more virus stable... but thas largely due to norton 360 running on this beast
Title: Re: standard material library for blender
Post by: OvermindDL1 on April 17, 2008, 08:06:56 PM
Norton?  Blegh...  What posses people to still use that.  It was decent enough in years past, but nowadays there are far better, far faster, etc...  Heck, if you are actually *smart* with your computer you really do not need an anti-virus...
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Title: Re: standard material library for blender
Post by: GSH on April 17, 2008, 08:34:53 PM
Well, as long as people are spending time figuring out how to turn a null pointer dereference into the ability to stomp somewhat arbitrary memory addresses (see the PDF linked in from http://blogs.msdn.com/larryosterman/archive/2008/04/16/this-is-the-way-the-world-wide-web-ends.aspx (http://blogs.msdn.com/larryosterman/archive/2008/04/16/this-is-the-way-the-world-wide-web-ends.aspx) ), I'm in favor of layers of protection.

-- GSH
Title: Re: standard material library for blender
Post by: TheJamsh on April 17, 2008, 09:40:06 PM
care to name any better things than norton?

and i know about how to be careful and things... i do actually use a registy cleaner now too which is okay

but then i share this computer with 5 other people who seem way to keen on limewire :@
Title: Re: standard material library for blender
Post by: OvermindDL1 on April 18, 2008, 04:49:52 AM
I don't run in admin, and anything I question runs in a full virtual machine... I'm paranoid, so sue me. :P

And guess what, I don't get infected, anti-virus's have never found anything, anti-spyware doesn't, etc.. and so forth...

And give the Limewire-tards a guest account, and lock it further down as well, or even better, make them use a virtual machine, they probably would not notice any speed difference anyway. :)
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Title: Re: standard material library for blender
Post by: Nielk1 on April 18, 2008, 05:52:37 AM
The only VM I know of the the one all Java programs run in. How can I VM windows in windows?
Title: Re: standard material library for blender
Post by: OvermindDL1 on April 20, 2008, 07:42:38 PM
VMWare.com.
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