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#31 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,223
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Ah, okay, so it is the exporting from STRPix and then importing into Meta that destroys the texturing then.
Still, I'll stick to MQO files because with them I don't have to worry about getting those export values right. ![]()
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#32 |
Professor
Join Date: Jul 2009
Location: Albania
Posts: 4,742
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Woah, just checking in again seeing stuff like this happen. Amazing job Teemu and sapper, you've just revolutionized the TRLE world a bit more.
![]() Hope some great level builders put it into use soon so we can see it in action ![]() |
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#33 |
Student
Join Date: Jun 2004
Location: Aotearoa (the Land of the Long White Cloud).
Posts: 180
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Very pleased to see this bit of news as I've been using Blender for years now, but only recently been attempting to build objects/environments in it rather than Meta.
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So many ideas, so little time ... |
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#34 |
Relic Hunter
Join Date: Feb 2005
Location: Emotion
Posts: 5,279
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Any updates on this? It looks magical :B
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(¸¤.·´ ¸.·' ~Trinity~¸.·´¸.·¤´) |
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#35 |
Archaeologist
Join Date: Sep 2007
Posts: 1,680
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Well teme9's rough tutorial is buried in the StrPix thread but may not be available anymore.
http://www.tombraiderforums.com/show...&postcount=224 My Blender addon is here. Extract to Blender's scripts/addons folder. http://www.mediafire.com/download/25...zca/sapper.zip You don't have to create a lowpoly mesh from a high poly mesh if you have a lowpoly UV mapped object. Import your lowpoly object and make a duplicate. Then use lightmap unpack to create new UVs for the duplicate. Then do the bake from the original UV mapped object to the duplicate object and save the image created for the duplicate. Use my addon to export the duplicate object to StrPix MQO. Please adjust the scale in the save file screen. Default scale saves object 100 times bigger than in Blender. Then use my addon to export TextureAdd .rec file for the duplicate object. Create a single mesh wad in Wadmerger. Open the wad in TextureAdd. Using TextureAdd, import the image you saved for the duplicate into page 1. Using TextureAdd, import the .rec file and overwrite existing texinfos and save the wad. In StrPix import the MQO exported from Blender and save. Hopefully the mesh is textured correctly. Remember limits for StrPix. 1500 vertices and 1500 polygons.
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Check trsearch\Tools for some of my programs Last edited by sapper; 16-12-14 at 01:53. |
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#36 |
Professor
Join Date: Nov 2005
Location: Finland
Posts: 3,252
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At first it seems that there are multiple steps but once you get the hang of it, it is quite easy and fast!
![]() I still want to create a easy to follow tutorial for this matter but I don't have really much of a freetime currently. Would a video or written tutorial with screenshots be better? |
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#37 |
Moderator
Join Date: Jul 2003
Location: Drenthe, The Netherlands
Posts: 33,223
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I always prefer a written tutorial with images.
Because that way the image is still and you can take your time reading the text or bits of the text and carefully looking at the images.
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If it walks like a duck and if it quacks like a duck, it is a duck. |
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#38 |
Relic Hunter
Join Date: Feb 2005
Location: Emotion
Posts: 5,279
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Thank you! I hadn't realized it was already out for everyone to use.
![]() Well I'm working on this as well speak. Currently I'm stuck on some Blender basics as I haven't used the program in years. lol. I've got a low poly object with the texture it came with. Only problem is the texture isn't aligned quite right. I saved it and thought I would try a different object, only now my "materials" section has disappeared and I don't know how to get it back. I can't use a texture without applying a material first. U_U I dislike the learning curve phase of new programs. xP
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(¸¤.·´ ¸.·' ~Trinity~¸.·´¸.·¤´) Last edited by Shauni; 16-12-14 at 18:55. |
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#39 | ||
Professor
Join Date: Nov 2005
Location: Finland
Posts: 3,252
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Can you post a screenshot of the UI of Blender? I could be able to help you get back your material panel ![]() |
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#40 |
Relic Hunter
Join Date: Feb 2005
Location: Emotion
Posts: 5,279
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I have been able to get my materials panel to come back by going under user preferences and checking the box for it to show up again (not sure why it ever left).
Okay, now I've added the blender export-MQO-file into the scripts/add ons folder but it does not show up in Blender or under the User Preferences add ons section. ![]()
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(¸¤.·´ ¸.·' ~Trinity~¸.·´¸.·¤´) Last edited by Shauni; 16-12-14 at 18:59. |
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