Game Development Community

Noobe wants to export staticShape - Treasure Chest

by Carpenter Software · in Artist Corner · 06/06/2006 (8:57 pm) · 8 replies

Blender is a lot more sophisticated than I had believed. OK...

I have built a treasure box in blender and also wraped a texure of wood. NOW I want to export this treasure box to dts. By the way this will be my first export on the blender. When I first tried this - nothing. So I read the forum watching for CLUES on how to export. OK. I found one clue at http://lowpolycoop.com/forum/viewtopic.php?t=8.

I set up the empty nodes as advised. The oops Schematic in Blender was a little confusing to interpret, so I switched to Outliner in Blender. Below is what I have in the Outliner:

.... - Scene
.... - World
.... + Camera
.... + Lamp
.... - Shape
.... .... - Col0
.... .... .... - Cube.001
.... .... .... .... ColMesh
.... .... - Detail32
.... .... .... - Cube
.... .... .... .... - TreasureChest
.... .... .... .... .... - Material
.... .... .... .... .... .... - woodFlame
.... .... .... .... .... .... .... walnut_flame_512.jpg

This is the complete node list of everything except camera and lamp.... IS THERE anyTHING I am missing? I am asking becasue the Log says there is an error that there is no Collision (Is this another NODE?).

Any advice will be helpful
Thanks

#1
06/06/2006 (10:37 pm)
Also when I loaded the newly treasureChest.dts into tutorial.base along with the jpg file, I get a grey box (the typical grey found in blender). So what did I do wrong in blender when setting up the nodes?

Thanks
#2
06/17/2006 (2:13 am)
... i believe its the .001 on the cube.
the exporter doesnt like the .xxx number extensions if i remember
rename EVERYTHING to a proper name.
should fix this.
ie: Col0
-ColCube
-ColMesh
-Detail32 ..etc
#3
06/17/2006 (2:17 am)
@jesse c.
the cube.001 in the col0 is suposued to be called "collision"
and the colmesh is an empty right?
and how do i perent it?
#4
06/18/2006 (12:40 pm)
@Alaric
I will rename as you had suggested...thanks.

@Maor
To parent I used empties as suggested by this tutorial ( http://lowpolycoop.com/forum/viewtopic.php?t=8)
If I change col0 to collision, do I need to add a number after collision? Any way I will try both. Thanks.

I am still working on my texture with no luck...frustrated.

Jesse.
#5
06/18/2006 (3:52 pm)
Is material named woodFlame? It looks like it might be from the outline you made above. If the jpg image you are using is walnut_flame_512.jpg then you should name your material walnut_flame_512 without the extension. See if that works.

Let me know if that does not work, or you can even email me the file. There are a few other things it could be.

Scott (the guy who wrote the tut)
#6
06/19/2006 (10:37 am)
@Scott

Your tutorial is the only one that I could find that shows how to set up the empties and how to parent them. Great work...maybe you could do another tutorial on animation both IK and FK. Great work...thanks.

I will try as you suggest sometime today...I'll let you know soon.

Thanks Jesse.
#7
06/19/2006 (10:58 am)
Cool, good luck with it. There's also a more detailed texturing tut in there by my fellow artist Khaine if you do not find a solution. As for the animation tut.... er.... um.... I must say I don't know it that well myself. Maybe Frank Carney's tut on the tdn would be of some help.

Scott
#8
06/19/2006 (1:01 pm)
@Scott

Well here is the result staticShape.... I have made the changes as suggested by the members above. I also changed the name Material (see above outline) to the same name as the jpeg file (minus the .jpg) and the texture is coming out in the TGE. I placed the final Outline below.

- Scene
.... - World
.... + Camera
.... + Lamp
.... - Shape
.... .... - Collision0
.... .... .... - ColCube
.... .... .... .... ColMesh
.... .... - Detail32
.... .... .... - BoxCube
.... .... .... .... - BoxMesh
.... .... .... .... .... - wood512
.... .... .... .... .... .... - wood512
.... .... .... .... .... .... .... wood512.jpg

Thanks EveryOne Jesse. (Next Project)