Mr.lie Posted December 18, 2020 Report Share Posted December 18, 2020 Hi all you experts, since a few days i started learning the use of Blender to create models. For that i'm downloading several 3D-Models and tried to make actors for the game. In Blender i import the *.fbx, *.obj or *.dae files and export them as *.dae. There are game-ready models or models with according UV-Maps and so on. For some created actors there is no need of uv-maps, so they became the <material>objectcolor<material>, others with "spec", "AO" or "norm" Maps became the other available materials. In only the half i got a more or less acceptable result: In most cases, i got the error: I've followed and search the www for help. So, concret a simple example: files: cottage.zip All tries on my side resulting in the error above ... Sometimes, when deleting the materials, i got the actor working, but then without textures. Please can you describe in a few steps, what i'm making wrong? I'm sure, it is only a little thing for you ... Thank you in advance for your efforts. Quote Link to comment Share on other sites More sharing options...
Silier Posted December 18, 2020 Report Share Posted December 18, 2020 hi, make sure that all vertexes are connected, there cannot be the standalone vertexes. also whole model needs to be one object. faces needs to be triangles, so or triangulate when exporting or use triangles directly. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 18, 2020 Author Report Share Posted December 18, 2020 1 minute ago, Angen said: hi, make sure that all vertexes are connected, there cannot be the standalone vertexes. also whole model needs to be one object. faces needs to be triangles, so or triangulate when exporting or use triangles directly. Hi, thank you for the quick reply. All the things you say, i've done dozen times. Please, can you take a look at the files i've added? Please, just import the "cottage.obj" into blender, export as *.dae and attach the *.dae temporarly to an simple actor of the Main-Game and try to show him in Atlas. Thank's again in advance for your efforts. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 18, 2020 Report Share Posted December 18, 2020 You can only have 1 material. Recommended is 0. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 18, 2020 Author Report Share Posted December 18, 2020 36 minutes ago, Stan` said: You can only have 1 material. Recommended is 0. So what have i to do in the "cottage" example above? Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 18, 2020 Report Share Posted December 18, 2020 Well you need to delete the materials. And if they somehow use different textures you have to either Merge all the textures into one and tweak the uvs. Select your model go to edit mode press P and select split by material then export every different pieces one by one. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 18, 2020 Author Report Share Posted December 18, 2020 (edited) 1 hour ago, Stan` said: Well you need to delete the materials. And if they somehow use different textures you have to either Merge all the textures into one and tweak the uvs. Select your model go to edit mode press P and select split by material then export every different pieces one by one. Do you mean, export every piece as *.dae? Edited December 18, 2020 by Mr.lie Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 18, 2020 Report Share Posted December 18, 2020 Yep... 1 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 19, 2020 Author Report Share Posted December 19, 2020 11 hours ago, Stan` said: Yep... And finally, in the actor file, adding them as prop with attachpoint "root"? Quote Link to comment Share on other sites More sharing options...
Panther Posted December 19, 2020 Report Share Posted December 19, 2020 7 hours ago, Mr.lie said: And finally, in the actor file, adding them as prop with attachpoint "root"? Correct. Root represents the base of the main object. Placing your props in Blender as you want to have them and then using it as attach point will do the trick. 1 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 20, 2020 Author Report Share Posted December 20, 2020 Hi experts, another problem: i seperate the model by materials, export each as *.dae and create related actors. All textures doesn't match the models. There are for each actor base, norm and spec maps. Can you tell me what's going wrong? Thank you in advance for your efforts. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 20, 2020 Report Share Posted December 20, 2020 I need to see the uvmap to tell you. From what I can see it's because it's going out of bounds and 0 A.D. doesn't support tiling. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 20, 2020 Author Report Share Posted December 20, 2020 23 minutes ago, Stan` said: I need to see the uvmap to tell you. From what I can see it's because it's going out of bounds and 0 A.D. doesn't support tiling. I'm not sure whether or not you mean this: Ich habe die *.fbx datei dieses Models in blender importiert, dann nach Material getrennt. Ist dies die UV-Map die Du meinst? Ich habe auf dem Bild alles markiert und nicht die einzelnen Objecte. Quote Link to comment Share on other sites More sharing options...
Trinketos Posted December 21, 2020 Report Share Posted December 21, 2020 3 hours ago, Mr.lie said: I'm not sure whether or not you mean this: Ich habe die *.fbx datei dieses Models in blender importiert, dann nach Material getrennt. Ist dies die UV-Map die Du meinst? Ich habe auf dem Bild alles markiert und nicht die einzelnen Objecte. The UV need to be inside of that square. 1 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 21, 2020 Author Report Share Posted December 21, 2020 10 hours ago, Trinketos said: The UV need to be inside of that square. What is the correct way in this case to do that? Quote Link to comment Share on other sites More sharing options...
Silier Posted December 21, 2020 Report Share Posted December 21, 2020 I believe he means that grid on the left where you have the uv map. The UV map, needs to fit the grid. 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted December 21, 2020 Author Report Share Posted December 21, 2020 1 hour ago, Angen said: I believe he means that grid on the left where you have the uv map. The UV map, needs to fit the grid. Yeah, ithink so, but how to fit the UV map to the grid? This is what i doesn't understand. On the following example the Model is correct painted, but the UV map is totally out of the grid. it seems to me that this is and scaling problem or some other wrong setting. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 21, 2020 Report Share Posted December 21, 2020 Well to fit it in that square, you need to split the model's faces and separate them, so that everything fits. The process is called UV Unwrapping. Another solution would be to bake the texture on a different UV texture, but it's a bit tricky to explain here. (As in writing the tutorial might take some time I do not have right now) 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted December 21, 2020 Report Share Posted December 21, 2020 What i found one of the most useful resources to learn blender stuff is this guy here: https://www.youtube.com/watch?v=XeBUfMKKZDo maybe it helps you as well. 1 Quote Link to comment Share on other sites More sharing options...
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