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Author Topic: Blender geometry export  (Read 14158 times)

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fireside

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Re: Blender geometry export
« Reply #15 on: May 08, 2008, 08:05:54 AM »

I think it has something to do with the way the lights are getting exported.  I can do a model with no normals without shading.  I guess I'll see if I can find a free modeler that exports 3ds with lights and camera.  I know Wings exports 3ds, does anyone know if it exports lights and camera?
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fireside

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Re: Blender geometry export
« Reply #16 on: May 10, 2008, 03:58:40 AM »

Update on this.  It apparently isn't a geometry problem because I had someone else make me a geometry walk area in 3ds max with a brighter light and it still shows the same normal problem.  It's definitely a normal problem because I can export the model without normals in fragmotion and it doesn't show up, but I haven't been able to change the model in fragmotion by redoing the normals. 
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fireside

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Re: Blender geometry export
« Reply #17 on: May 10, 2008, 04:47:47 AM »

There isn't any problem with the preview window from act3d:


Same actor in game:

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Mnemonic

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Re: Blender geometry export
« Reply #18 on: May 10, 2008, 08:39:41 AM »

That's interesting, considering your model works with the WME Demo geometry (exported from Max) and in ProjectMan (which also uses geometry exported from Max).
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fireside

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Re: Blender geometry export
« Reply #19 on: May 10, 2008, 11:11:12 AM »

Are there any game settings or something?  I've looked but I can't find any other than the 3d section.
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fireside

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Re: Blender geometry export
« Reply #20 on: May 10, 2008, 11:43:40 AM »

O.K.  It only works when both the clipping planes are set to -1.00.  Why exactly is that?  I think I had to change those settings in order for the character to be visible with the Blender geometry exporter.
« Last Edit: May 10, 2008, 11:51:53 AM by fireside »
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Mnemonic

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Re: Blender geometry export
« Reply #21 on: May 10, 2008, 12:30:42 PM »

Using -1 for clipping planes merely means WME will use some default values, which may or may not work, depending on the scene scale.
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fireside

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Re: Blender geometry export
« Reply #22 on: May 10, 2008, 01:37:01 PM »

O.K.  I'll play around some more.  I've got it to work so far in Blender by increasing the scale and changing the far plane on the camera(not sure if that effects it).  What is the light specified in the actor3d file?  Can the intensity be adjusted?  What do the coordinates relate to?


edit: I got it working at Blender scale.  I figured the near at 0 would be adequate before, but it's not.   It has to be set at about 1, the far at about 30.  I was trying all kinds of combinations and should have hit that, but I didn't.  Mainly because I had no idea what I was shooting for.  The thing that made it easier was actually bringing the actor in the scene and adjusting settings.  Before, I was restarting the game every time because I couldn't see the actor when I was importing it at first.  Combination of errors.
« Last Edit: May 10, 2008, 03:00:17 PM by fireside »
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Mnemonic

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Re: Blender geometry export
« Reply #23 on: May 11, 2008, 08:34:37 AM »

What is the light specified in the actor3d file?  Can the intensity be adjusted?  What do the coordinates relate to?
It's the "light position" used to project character's shadow. It doesn't actually light anything.
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razvanab

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Re: Blender geometry export
« Reply #24 on: October 30, 2011, 11:04:05 PM »

Hi

I know it may be too late for this but i just discover Wintermute Engine

more and more free / open source game engines start using Inter-Quake Model (IQM) Format as one of the 3d format witch is a friendly to Blender 3d
will be nice to have it supported  in Wintermute Engine 1.9  if is still possible

Thank You :)

Inter-Quake Model (IQM) Format
http://lee.fov120.com/iqm/
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