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^^ That's great news. Rumba dancing enemies would take level building to a whole new level! :D
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Thank you for the hint, I'm going to try that! |
In order to make my own Lara, what must i exactly import to blender (lara_skin and lara_skin_joints, lara _scream ...?)
1. Are there meshes that i must absolutely not touch ? 2. Must i keep the exact same number of vertices and where ? 3. May i uv map her before importing her to my wad2 ? Thanks |
^ I'm not in anyway a TRLE pro, so I might be mistaken but I think that if you were to change her in blender you'd probably need to respect the 11 vertices per skin joint limit and the 255 vertices (or is it faces?) per mesh. I think it's a engine limitation. Also, I'm not sure how to connect skin joints to meshes, I think you need a separate program for that, it might have been Strpix but I'm just guessing. So maybe blender might still not be the best way to make Lara outfits unless you plan to make the entire model there and then cut up meshes and joints to port to Strpix to join everything. But I think Strpix doesn't support UV mapping though :ponder:
This is mostly me guessing, so I might be quite wrong. Hopefully some TRLE veteran can chime in and correct any nonsense I might have said lol |
Sorry for the late reply, I never modified Lara so it is probably better if you ask on the trle forum so the question is more visible! There are also tutorials on this page.
I'll put into todo list also to check if I'm able to facilitate the creation of new Lara outfits. |
New update, this is the changelog:
1) Ability to import single objects from wad 2) Slight speed improvement if numpy package is installed (optional: open a terminal, go to /path/to/blender/2.90/python/ and give the command: pip install numpy) 3) Mixamo animations can be imported from the Blender import menu. It should be now possible to create/combine animations correctly if you use the existing fcurves. 4) Normals should be now compatible with Tomb Editor (before you had to invert faces on import dialog) issues: exported uvmaps sometimes show artifacts in tomb editor (maybe it is an interpolation problem :confused:) if you are curious, please go to https://github.com/veeti512/wadblender , click on the green CODE button and download zip. |
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Yes, I got that problem also in Unity and Blender and solved by selecting uvmap interpolation to closest point instead of linear. One less thing to worry about :jmp: Thank you
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I'm now converting AOD animations from the FBX generated by the animation exporter by Nakamichi680. They seem to work, I have to test more. If you have any other FBX source please tell me so that I can build a tutorial with more than one rig type!
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^^ Ohmigosh :D :jmp: This is very exciting news!
Thank you very much for the latest update as well! I haven't had time to try it out yet, but I'm very much looking forward to. |
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