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Re: Blender file ínto MED [Re: Reconnoiter] #464139
01/24/17 19:21
01/24/17 19:21
Joined: Aug 2016
Posts: 10
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hallohallo Offline OP
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hallohallo  Offline OP
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hey thank you for ur help.
when i do engine preview he Shows me following error: Malfunction W1301: "-S: Can't open file". He's still showing something however and the shape is right, but everything that has the Wood texture for example is Brown and the Skins without an Image are not shown ( or to be more precise they are shown as White). In the Skin Manager i adjusted the wood Skins (with Image; linked it with the bmp). There are also other Skins but they are foreshadowed Grey even though they have the right "diffuse" under manage Skins.

Re: Blender file ínto MED [Re: hallohallo] #464150
01/25/17 10:14
01/25/17 10:14
Joined: Dec 2011
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Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Hi,

When you search for that malfunction (W1301) in the gamestudio manual it shows this: "Warning W1301: Can't open file
The given file was not found in the path or resource.". So I quess MED somehow couldn't import the skins correctly. Not sure but here are a few ideas:
- have you tried to manually add / replace the textures in MED in the skin editor? If that doesn't work or if MED gives an error, something is mostly likely wrong the textures themselves.
- what is the file extension of the textures (.bmp?)? And what are the resolution/size of them?
- You can try exporting the model in Blender as .obj/wavefront and them import it in MED as .obj/wavefront (be sure to check if the exported textures are in the same folder as the model).

Re: Blender file ínto MED [Re: Reconnoiter] #464155
01/25/17 15:27
01/25/17 15:27
Joined: Aug 2016
Posts: 10
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hallohallo Offline OP
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hallohallo  Offline OP
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Joined: Aug 2016
Posts: 10
Hi,
I tried replacing them but no change.
- It's bmap 1024x1024
- for your last tipp: i tried it but the Skins were simply empty. -> plus everything White again

Re: Blender file ínto MED [Re: hallohallo] #464165
01/26/17 12:51
01/26/17 12:51
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In the fbx import window in MED, does it list all the textures used by the model?

This is how I personally do it (maybe it helps). I create the model in Blender, create and assign materials and set the textures (the textures are already located in my game project folder -> same folder as where I put my .mdl models). Than I do export it as fbx in Blender and Import -> Model from FBX (2010) in MED.

Re: Blender file ínto MED [Re: Reconnoiter] #464200
01/27/17 15:55
01/27/17 15:55
Joined: Aug 2016
Posts: 10
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hallohallo Offline OP
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hallohallo  Offline OP
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I tried it on another Laptop (just downloaded blender on that one). Not with my model but with a simple cube with 1 green material. As wavefront obj it has a texture under "manage Skins" but as fbx the material wasn't shown at all(not even in the Import Manager). So now my question:
WAT AM I DOING WRONG cry tired
Could it be some Settings in blender, med, etc.?

Re: Blender file ínto MED [Re: hallohallo] #464203
01/27/17 16:37
01/27/17 16:37
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I had this once with an glow texture and than I fixed it by setting it in Blender under Influence (go to the texture attached to the material and scroll down till you see Influence) and either mark it as 'Color' for standard/diffuse textures or 'Normal' for normals and glow textures etc. Iirc that forces it to be visible in MED's import window.

If that isn't it than post a download link to your model here or post some screenshots cause this is a bit a shot in the dark.

Re: Blender file ínto MED [Re: Reconnoiter] #464263
01/31/17 19:18
01/31/17 19:18
Joined: Aug 2016
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hallohallo Offline OP
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hallohallo  Offline OP
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Ok so here are the screenshots of

- How it Looks in blender (rendered): http://i.imgur.com/c4bRlQi.png

- the material with the Skin:
http://i.imgur.com/yYGfiTk.png

- the material with the wall colour:
http://i.imgur.com/XTRVA2K.png

- the 2 most important materials:
http://i.imgur.com/vc4qc7Q.png

- the model in the med:
http://i.imgur.com/Elp4XXD.png

- the Skin legend under manage Skins:
http://i.imgur.com/D5SKySR.png

- the Skin Settings:
http://i.imgur.com/POUnSsj.png

and the model opened in the Code:
http://i.imgur.com/gD5tOKl.png

I hope it helps

Re: Blender file ínto MED [Re: hallohallo] #464271
02/01/17 10:27
02/01/17 10:27
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Reconnoiter  Offline
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It seems to me that the Besch material atleast works, but the wood one doesn't. What I dont understand is though, you said you couldn't see the textures in the fbx import window but in your screenshot in the skin settings there are ~21 skins?! Have you added those manually? Instead of adding skins, have you tried replacing the wood one in Med (skinsettings -> 'click the original wood texture' -> skinsettings -> texture file -> ...) to see if that works? And just to be sure, select the wooden parts of the model and than select the wooden texture in the skin editor and do 'set skin'.

Re: Blender file ínto MED [Re: Reconnoiter] #464273
02/01/17 14:24
02/01/17 14:24
Joined: Apr 2002
Posts: 680
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Turrican Offline
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Turrican  Offline
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Hello hallohallo,

maybe I might jump in here. I also had quite a few problems with exporting models from Blender to MED, so I thought I might just post my complete workflow. I'll keep it simple and won't use Blender's Material settings for this approach. I hope this helps you anyway.



1. Create your model in Blender. Open the UV/Image Editor in a second viewport and start unwrapping. Make sure that Viewport Shading is set to 'Texture' for your 3D Viewport. Now select all the faces that will get one and the same texture. In my example this would be all the outer walls. Hit Image > Open Image in the UV/Image Editor and select your desired texture. Make sure that it's in a format readable by the engine and has a power-of-two size. I picked an ugly brick texture for this example. You'll then immediately see your texture appear on all the selected surfaces. At this point you'd normally start to tweak scale and layout of your textures by editing your UVs. You'll see the results in the 3D Viewport. Repeat this for all untextured surfaces left.



2. Export your stuff: Go back to object mode, select all the objects you want to be exported and hit File > Export > FBX. Set the exporter version to "FBX 6.1 ASCII" (as other people here already pointed to). Also check "Selected Objects" in case you only want to export certain models in your scene. Enter a filename and hit 'Export FBX'.



3. Import your stuff: Fire up MED, select File > Import > Model from FBX (2010). Select your file.



4. In the import settings window uncheck 'scene: "Default Take"'. These are the animation frames that Blender automatically creates for you, usually 250 frames long. Don't need that for a static model. I usually also set the 'scale factor' to 100, but that's up to you and your game's overall scale ratio. Now click 'OK'.



5. MED should automatically import the textures you used. If not, go to Object > Manage Skins and assign your textures to all the skin layers. You may also want to edit the Material Settings for each layer - in case you need to. I personally don't.



6. That's it!

I used this approach for a few hundreds of models, so I'm pretty sure it actually works. Perhaps this helps you finding the problem you had. laugh

Re: Blender file ínto MED [Re: Turrican] #464409
02/11/17 09:08
02/11/17 09:08
Joined: Aug 2016
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hallohallo Offline OP
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hallohallo  Offline OP
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Joined: Aug 2016
Posts: 10
Hi Turrican,
Thanks for your help. IT FINALLY WORKS laugh
But how do i make the Windows now?

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