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Old 09-30-09, 03:58 PM   #1
TwinStackPete379
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Default Skinning /s3d/blender question

Is there anyone out there who can tell me what i need to do in order to get .obj files back into the game from Blender. I can get the files from s3d to blender but once i've changed the texture of the object i can't get it back into s3d. If anyone would like to go so far as to put together a tutorial or point me in the direction of a tutorial i would be most appreciative. I've seen the thread from skwas but my ability to translate his 3dsmax instructions for Blender is poor at best because i've never done anything like this before.
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Old 09-30-09, 04:52 PM   #2
Sledgehammer427
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you must convert the object back into .obj.

when you have all of your model selected, go to File/Export and in the dropdown menu look for Lightwave (.obj) i dunno if it actaully says lightwave, but there is a wave involved and (.obj)
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Old 09-30-09, 05:13 PM   #3
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Quote:
Originally Posted by Sledgehammer427 View Post
you must convert the object back into .obj.

when you have all of your model selected, go to File/Export and in the dropdown menu look for Lightwave (.obj) i dunno if it actaully says lightwave, but there is a wave involved and (.obj)
Close, it is (obj) but it's Wavefront. You got the Wave part and the OBj part so 2 out of 3 is not bad.

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Old 09-30-09, 07:59 PM   #4
TwinStackPete379
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Yep when i export from blender i send it out as a wavefront .obj, but i still can't get it back into s3d. i'm not sure but i think it has something to do with the UV maps. Maybe this will help clarify: I'm taking the right forward dive plane node off the Salmon class with s3d and exporting it. I import to Blender, retexture it (doing it the regular gimp way is troubling, because both sides of the left and right forward dive planes are superimposed over each other, which makes camoflage extremely difficult) so after i retexture it, i export out of Blender as an .obj wavefront so s3d can translate back to it's original form for the game. but once i export from Blender, that's where it stops. The dive plane has 3 UV maps, but as far as i know i'm only using the main one in Blender, so that's why i think it may have something to do with the UV maps. don't know. I'm not even sure if what i'm trying to do will work in the first place, cause i'm not sure if I retexture the one object, if it is even possible to put back into the game and preserve the texturing i did in Blender.
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Old 09-30-09, 08:14 PM   #5
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IIRC you don't have to modify the 3d model in order to retexture the dive plane

if I get what you are saying, you want to slap two textures onto the dive plane without them being the same on both sides. well I know how to do it in Misfit Model 3d. but I dunno how to make it all look right in S3D. like, what you COULD do, is make a new texture. make it work so that you have one half bottom and one half top. that way you can use your normal texture, but the planes will have their own seperate texture. I dunno how better to explain it, sorry.
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