Blender - Help center

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GamerHacker
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Re: Blender - Help center

#21 Post by GamerHacker » 18 Nov 2016 18:24

Thanks, you helped me :)
Traian
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Re: Blender - Help center

#22 Post by Traian » 20 Nov 2016 11:03

I have 2 mesh objects.
I joined them with CTRL-J
One mesh has color silver(it has texture and material) and the other is white(no material no texture)
After i join them the mesh with no material becomes black.
I want to make it silver.
VeeKuusi
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Re: Blender - Help center

#23 Post by VeeKuusi » 21 Nov 2016 19:18

I try export model and it say [Errno 2] No such file or directory. What's wrong?
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CrazyGijs
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Re: Blender - Help center

#24 Post by CrazyGijs » 21 Nov 2016 20:31

Check your textures, there's a texture without a texture path.
[ external image ]

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SpaceCop02
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Re: Blender - Help center

#25 Post by SpaceCop02 » 04 Dec 2016 18:12

Hi all I'm new on this forum,
I have a litte problem with the mapping on Blender, after creating my UV Map and exporting in game, the mapping aren't correct:

UV Map before export in game
http://image.noelshack.com/fichiers/201 ... before.png

And after export in game :
http://image.noelshack.com/fichiers/201 ... -after.png

And in Game :
http://image.noelshack.com/fichiers/201 ... -00094.png


I thank you graciously for your help and sorry for my bad english
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CrazyGijs
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Re: Blender - Help center

#26 Post by CrazyGijs » 04 Dec 2016 20:14

That's a problem with Blender2SCS, if you use Blender 2.71 you can press the button Rip vertices and then it won't mess up.
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SpaceCop02
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Re: Blender - Help center

#27 Post by SpaceCop02 » 05 Dec 2016 19:19

I have blender 2.78 ( last version )

Edit the Rip command ( alt+ V ) doesn't work it's make : " cannot rip selected faces "
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ohaha
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Re: Blender - Help center

#28 Post by ohaha » 07 Dec 2016 18:55

Your problem is that you didn't understand how the game uses mapping. (no offence)
The game only accepts vertex mapping. This means that if a vertex belongs to two faces, in 3D, it will also belong to both faces in the UV layout. .
Now, Blender can unwrap your model in more than one way and it's all dandy. In Blender. But once you get to the export process, everything will be converted and any common vertices will be connected, even if they are in different places on the UV layout.
To solve this you can either use only simple "Unwrap", which keeps the vertices connected (it will frequently fail, especially with looped models, because it cannot find a place to "make the first cut", a.k.a. split the model), or Project from View (which does exactly that).
Solution? Make sure you separate the faces you know will have to go to different places in the UV layout.
For this you can go straight to Edit mode, select those faces and split them (press Y, iirc) or, for a more elaborate approach, mark the edges which need to be split as sharp (in Edit Mode) then apply the Split Modifier (unselect the Angle option).
Of course, this means a lot of work, especially when you want smooth edges (the game will smooth sharp edges if they are common to two adjacent faces).
Good luck! :)
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GamerHacker
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Re: Blender - Help center

#29 Post by GamerHacker » 23 Dec 2016 13:55

Hi SCS Guys :D
I need some explanation :D
I made in SCS Blender Tool on a Trailer a Advanced Coupling Collision, but how to make that Tool Export it to be "ADV_CPLING" not a regular Collision if you know what i mean ?
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SimulatorSam
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Re: Blender - Help center

#30 Post by SimulatorSam » 23 Dec 2016 13:58

Create a new part called what you said, and put the kingpin collision in that part. ;)
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