I decided to make an under the sea mod for bz2
so I made a fish but somthing is wrong with it
its comes out in bz2 really small and in 2 pcs (its spose to be 2 pcs togther) and non textured
do you guys know why this happend
I hope you guys can help me
thanks
If this was made in 3dsMax I would say you should reset the transformation matrix because you must have scaled and the application of a scale modifier is something BZ2 does not use but things normally export into the XSI. Collapsing would actually apply the modification to the vertex position, not define them as the smaller object and then scale it. Though I do not know how this effects your situation.
Done in Blender, as per the topic name, N1.
Quote from: VSMIT on September 25, 2009, 05:50:40 PM
Done in Blender, as per the topic name, N1.
I
know, see:
Quote from: Nielk1 on September 25, 2009, 05:29:27 PM
If this was made in 3dsMax I would say you should reset the transformation matrix because you must have scaled and the application of a scale modifier is something BZ2 does not use but things normally export into the XSI. Collapsing would actually apply the modification to the vertex position, not define them as the smaller object and then scale it. Though I do not know how this effects your situation.
Sorry can't help you with blender, but
Small, can be adjusted in odf with geometryScale =
But it is better to make it so it looks right at geometryScale = 1
Two pieces, I imagine you have not got the frames axis (0,0,0 value) in the right places.
Untextured... could be anything, if you don't tell us what you are doing, we can't see what's wrong.
Notepad is your friend, look at the .xsi with it and understand what you are really making, the causes of issues like textures not showing up can become obvious once you know what to look for.
:-D Very few fish get out of blenders in one piece... :-D
Do the 2 pieces move together when the model moves? What might work is doing a boolen object union to make several piece into a single geometric object. For example, I use TS to make several single model pieces and then use a tool called the object union tool to physically join them into a singe object; the software effectively deletes geometry that overlaps with another piece. In Blender you should also have the same basic tool under the editing options.
What you could try doing is make a copy of your Blender model, and try experimenting on the copy of the model. Leave the original model alone for now. Calvin12, may be able to answer your question a bit more as he seems to understand Blender better then the rest of us. BNG. PS: It looks like Blender has a tool called join object ctrl-j read up on this tool to see if this is B3d's equivelent to object union tool.
Screenshots would help this thread a lot.
its just a simple model of a fish made from 2 pcs that do nothing
(http://3.bp.blogspot.com/_8_UEDEZr1sY/Sr0sjWp-VdI/AAAAAAAAADU/TK58SdM-wrw/s1600-h/fish.JPG)
I didnt put an eye point because hes just an animal if thats the problem
http://3.bp.blogspot.com/_8_UEDEZr1sY/Sr0sjWp-VdI/AAAAAAAAADU/TK58SdM-wrw/s1600-h/fish.JPG
pic here
Can we also have an in game pic to see the discrepancy?
sorry guys it was our holiday (im Muslim it was eid) ill put a pic later on in game
but 1 question can blender even make textures for bz2
Blender should be able to combine a texture with other adjustments in it's version of a material editor. However, as far as I know textures are made with other software called paint programs. 2 free versions that I currently use are paint.net and gimp.org; can both can paint texture maps when the UV map is exported to a paint program from Blender. The process of preparing a UV map properly is where headaches begin. The map must be seperated into paintable sections. You can use either Blenders built in UV utility or another UV unwrap program like Lithunwrap to create a paintable texture map.
thanks dude but I already made a texture for the fish what im asking is can the texture even load in bz2
So long as you applied it correctly and the correct format is used. yes...
How else would the stock models work?