Content packs and Blender
by Vashner · in Artist Corner · 12/20/2006 (10:16 am) · 9 replies
Do any of the content packs have blender source example files?
#2
www.garagegames.com/developer/torque/contentpacks/
12/20/2006 (10:23 am)
Some of the Bravetree stuff does. Don't know about the others. You may need to dig into the product pages for more info . . .www.garagegames.com/developer/torque/contentpacks/
#3
12/20/2006 (10:25 am)
The WarSparrow_Pack, BraveTree: Jet Bike Pack Pro, BraveTree: Car Pack Pro and BraveTree Girl.
#4
12/20/2006 (11:20 am)
Thx, btw looks like they are missing a seperator bar for 3d packs. They have bunch of packs like tank and car packs under "2d".
#5
By the way, my packs come with source in .3ds format, if that helps.
12/20/2006 (11:27 am)
Randy, what do you mean by "blender source example files"? I am always looking for ways to make my packs more user friendly.By the way, my packs come with source in .3ds format, if that helps.
#6
12/20/2006 (2:15 pm)
Dot blend files basically. Yes like the tank pack has the M1 in a few formats but not in blender as an example. Maybe source example is a poor way to ask for model files from the 3d source tool.
#7
12/20/2006 (3:02 pm)
I have updates planned for all of my content packs. I will look into adding additional file formats for the included source. Not sure how practical it is until I investigate it, but I will give it a serious look.
#8
Start here for how to import models and prepare them for exporting: www.lowpolycoop.com/forum/viewtopic.php?t=8
Scott
12/20/2006 (3:14 pm)
Having used Blender on numerous team projects where all the artists use other tools, I have found it incredibly flexible. Normally, it is quite easy to import most file formats including 3ds, obj and lwo. The major problems I have found that, depending on the format (and the program the export came from), the model will come in rotated 90 degrees and out of scale (sometimes way out of scale) and not at an even order of magnitude. So, it is often hard to tell precisely what size the original artist intended -- you can guess, but how do I as the Blender user know if a chair should be 1 meter or 1.2 meters tall. The other order of business is that, of course, there are then no nodes for the dts exporter to use so those need to be recreated. Some things to consider if you are trying to port static shapes over to Blender. Animated models, from my lengthy research, need to be rigged and animated from scratch using the source mesh file (unless someone knows of way, which I would love to know myself).Start here for how to import models and prepare them for exporting: www.lowpolycoop.com/forum/viewtopic.php?t=8
Scott
#9
12/05/2011 (4:56 am)
goodï¼
Scott Hsu-Storaker
www.lowpolycoop.com/
It is our main production tool.
Scott