How to use Blender to make SWBF series models (FAQ)

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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DarthD.U.C.K.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by DarthD.U.C.K. »

Philou231
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Philou231 »

I really hate this site but thank you DarthD.U.C.K. :D!

Thank you


**I read some tutorial and I've been able to make my uvmap w/ the mark seams :D but then When I was exporting it I had problem w/ my texture I check the boxes that where important and I did what I was suppose to do. I know I forget something but I don't know what. This is a screenshot of my model w/ is UVmaping.
Hidden/Spoiler:
Image
Thanks You
Philou231

P.S. I want some human comments not some tutorial comments :wink:
Last edited by Philou231 on Sun Nov 08, 2009 5:37 pm, edited 2 times in total.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by DarthD.U.C.K. »

which format does the texture have?

neat model by the way
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Philou231 »

It is a tga file
Here
Hidden/Spoiler:
Image
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Re: How to use Blender to make SWBF series models (FAQ)

Post by DarthD.U.C.K. »

remove the space and look if it works then
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Philou231 »

no there is nothing more
Hidden/Spoiler:
Image
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Re: How to use Blender to make SWBF series models (FAQ)

Post by AceMastermind »

I'm not familiar with how Blender exports wrl files but I do know that SWBFViewer doesn't like full paths to the textures that the *.wrl file needs.
Open your wrl file in notepad and look for the texture url, if it looks something like this:

Code: Select all

url  "C:\Documents and Settings\Ace\Desktop\my_texture.tga"
Change it to this:

Code: Select all

url  "my_texture.tga"
Then try opening the wrl file in SWBFViewer again.

Your texture should be in the same location as the *.wrl file you're opening in SWBFViewer.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Philou231 »

It looks like this...It is already short :cry:
Hidden/Spoiler:
#VRML V2.0 utf8

# This file was authored with Blender (http://www.blender.org/)
# Blender version 249
# Blender file suzanneuvmaping.blend
# Exported using VRML97 exporter v1.55 (2006/01/17)


NavigationInfo {
headlight FALSE
visibilityLimit 100.0
type ["EXAMINE", "ANY"]
avatarSize [0.25, 1.75, 0.75]
}

Background {
groundColor 0.0565629 0.2208154 0.4
skyColor 0.0565629 0.2208154 0.4
}

DEF OB_Suzanne Transform {
translation 0.000000 0.000000 0.000000
rotation 0.802890 0.503732 -0.318780 1.381509
scale 1.000000 1.000000 1.000000
children [
DEF ME_Suzanne Group {
children [
Shape {
appearance Appearance {
material DEF MA_Material_001 Material {
diffuseColor 0.8 0.8 0.8
ambientIntensity 0.1666667
specularColor 0.4012008 0.4012008 0.4012008
emissiveColor 0.0 0.0 0.0
shininess 0.0976563
transparency 0.0
}
texture DEF suzanneuvmaping_t ImageTexture {
url "suzanneuvmaping.tga"
}
}
geometry IndexedFaceSet {
solid TRUE
coord DEF coord_Suzanne Coordinate {
point [
Any more ideas?Somebody?

Thanks You
Philou231
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Re: How to use Blender to make SWBF series models (FAQ)

Post by crissangel »

HELP i didnt understand do u need to use GIMP to skin objects or can u do it with blender :runaway: i feel like my computer is doing this to me :cpu:
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Knightfire2201 »

crissangel wrote:HELP i didnt understand do u need to use GIMP to skin objects or can u do it with blender :runaway: i feel like my computer is doing this to me :cpu:
You don't need GIMP to apply a texture in Blender, but it is very handy for editing textures.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by KnightsFan »

I made a model in blender, and when I exported it, all the walls got messed up.

A render in blender:
Hidden/Spoiler:
Image
In MSH Viewer:
Hidden/Spoiler:
Image
The walls' collision is inverted, it seems. What's going on?


EDIT: Nevermind, I figured it out.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Jaspo »

Sorry, seems it's been forever since i've visited gametoast, but anyway, if msh viewer is giving you a white texture job, there's 1 of 2 problems. 1. you don't have the tga (or other image) file in the same folder as the exported vrml file or 2. the vrml export didn't take the texture information along with it, which is what happens for sure if you don't have the texface button pressed in the material settings. if that doesn't work for you, you might need to first create a texture for the object (go to the texture tab and there will be a place to add a new texture) and then create a material to apply to the texture (similar to creating a new texture, but in the material tab) and then for this material make sure the texface button is pressed. doesn't matter what the material looks like, as it then only uses the uv texturing info for export (I think)

btw thats the default Blender monkey model, so lets not be giving credit where it isn't due.

and GIMP is only for editing images, not for putting them on 3d models. That's what you need Blender for.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Philou231 »

After reading your last post I looked at my blender file and I found nothing wrong(the texface button,the .tga file at the right place,etc.)I think the problem is at the beggining of the conception of the models, when applying the texture and the materials things. Is it possible to have a chat with you or maybe a pm discussion because I think I have to review from the beggining. A little bit of help may not cause problem(to me)^^.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by mswf »

Did you make sure that you checked "texface" in the menu that can find in:
the shading tab -> material buttons -> material -> texface

Also, you should save your texture through blender, in the same folder as the exported .wrl file will be. (do this in the uv/image editor window in the "menu" subwindow, click "save as...". The file will be a .png file. When exporting through SWBFviewer, you should have the following pairs:
.wrl + .png
and
.msh + .tga
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Philou231 »

Hi, I looked twice and I'm sure there is nothing wrong with the texface button. For the png file, I add one by, "saving as" a png file, my tga file that I was using on blender so now I have my png file(that work well(I look twice too))but nothing work. :faint: .I think there are no more trick people could give me like this so I wish I could chat with someone to start from the beggining and look what is wrong.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Surma »

Something is wrong, and i do not know what. Blender 2.49b

I have my model, it has got an armature with nodes and all, renamed dummyroot. It has got an uv map (at least it looks like it has). When i export and open it with mshviewer nothing shows up. I cant even tell if anything loads at all. Ive been ranting around here quite a while trying to sort things out, so maybe i could send the model to someone whi knows how to do it right.
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Re: How to use Blender to make SWBF series models (FAQ)

Post by mswf »

Current ".blend format" -> "SWBF .msh format" conversion doesn't support bones and nodes. For UV'ing, you need to create a material, click on "texface" in the same window and click on "ad new texture". Then, in the texture tab, change image type to "texture" and select your custom texture.

Now, for every word or menu you can't find; Look it up in the Wiki-book called "Blender; Noob to Pro".
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Surma »

Can i use the default already existing texture?

Image
This is the create material part, pressing the arrows brings up "add new".

Image
This is where i select texface.

Image
This is where i add a new texture.

Image
Is this where i select image type as texture? its under the texture button (F6).
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Re: How to use Blender to make SWBF series models (FAQ)

Post by mswf »

Yes, indeed, you got all parts right.
One last thing; after you've selected "image" as texture type, you'll have to load the texture you've made the UV layout on in the same window you'd had already opened:
Image
(the drop down menu you can open on the right; if you have also UV'd the model on an texture, your image should be there)
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Re: How to use Blender to make SWBF series models (FAQ)

Post by Surma »

Exported, and...

Nothing.

With msh viewer, when i try to open the exported model nothing happens. If i am viewing a different model then it doesnt even stop showing that one. Its like it says, "no, i dont want you to view this one :cpu:".

An interesting fact of possible significance:
If i load a texture different from the one i have loaded in the uv/image editor then the new will not show up on the model, the one loaded in the uv window will still be the one that is rendered over the model, in Blender. Think this might be a clue to the cause of the problem?
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