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Dark GDK / Problem with blander exporting into .x file

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programing maniac
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Posted: 27th Apr 2008 05:18
I have made a creation in blender, www.blender.org, and I usually am able to export it easily into .x format.

I made a new model and giving it color, and subsurfing it. Now it has an error when I export it and try to open it.

I need to use this model in a game-- does anyone know a solution-- is subsurfing doing this?

~~Its not about what you know, its about how you figure it out.~~
Zuka
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Posted: 27th Apr 2008 05:28
What's subsurfing?

I don't need an oven to make my cookies.
programing maniac
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Posted: 27th Apr 2008 05:32
if you have blender go to the help menu, then to tutorials, then to the modeling section on the webpage that pops up and you should see one with subsurfing.

The tutorials are for earlier versions of blender so if you have 2.5 or better, you have to add a modifier in the mesh menu ( f9 ) and select the modifier as a subsuf modifier.

Then try to export your creation, see if you get the same problem...

~~Its not about what you know, its about how you figure it out.~~
Zuka
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Posted: 27th Apr 2008 05:34
Nah.

Try it without subsurfing?

I don't need an oven to make my cookies.
programing maniac
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Posted: 27th Apr 2008 05:41
you got the same problem? If so darn.... Subsurfing saved so much time on that creation.....

~~Its not about what you know, its about how you figure it out.~~
Zuka
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Posted: 27th Apr 2008 05:43
Hmm... I meant I wasn't going to try it, I have other things to do.


Are you a good modeler? I need one, for my game. I'm making an MMOFPS/Space shooter.

I AM THE ALL MIGHTY CORNHOLIO! Do you have TP for my bunghole?
programing maniac
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Posted: 27th Apr 2008 05:44
define good...... What would I need to model?

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Zuka
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Posted: 27th Apr 2008 05:46
Hmm... try a starfighter. It should be low poly enough for real time gaming, but not like all blocky and ugly.

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Zuka
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Posted: 27th Apr 2008 05:47
If you want, I'll get you a sketch of what I'm wanting, or you can do it from scratch.

I'm crap at modeling.

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programing maniac
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Posted: 27th Apr 2008 05:50
id like the sketch, and I think I could handle it....

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Zuka
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Posted: 27th Apr 2008 05:57 Edited at: 27th Apr 2008 05:57
Well... try something like this.



Don't make it exact, please.

Do some modifications.

Try to keep it loose, but in this basic shape. It's the Longsword from Halo. I don't want to be known as a 'copier'.

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Zuka
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Posted: 27th Apr 2008 05:59
When I say that, I mean, try rounding it out, making it a bit more smooth. If you can, try to rig it so the wings can tilt.

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Zuka
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Posted: 27th Apr 2008 06:00
Oh, forgot to mention this. Include an interior, please.

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Core2uu
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Posted: 27th Apr 2008 08:12
Getting back to the question... You guys have WAY too much of a tendency to go off-topic...

Blender's .x export script isn't all that great... Export it to some other format with blender then use some other free modeler (there's a list of them here: http://forum.thegamecreators.com/?m=forum_view&t=124872&b=3) to export them from whatever format to .x ...

Hope that solves your problem...

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programing maniac
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Posted: 27th Apr 2008 16:44
yeah thanks..... We do get off topic.....

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programing maniac
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Posted: 27th Apr 2008 18:56
to Zuka,

Download blender at www.blender.org, if you don't already have it. I am not going to export it so you need blender in order to do it. The file is a prototype, and if you want any changes tell me, i will make it better.

p.s. send me a copy of the final game!

~~Its not about what you know, its about how you figure it out.~~

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Core2uu
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Posted: 27th Apr 2008 20:24
Nice model... Although if you're not gonna export it... How are you gonna use it?

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programing maniac
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Posted: 27th Apr 2008 21:13
donno, zuka wanted it so it is his problem. Lol

thanks for the compliment-- did you see the interior?

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pirogoth
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Posted: 27th Apr 2008 21:44
Just thought I'd post and give my two cents.

While I like the concept of the model, it's got a few problems.

1) When working on game models, never use SubSurfaces or SubD's. Game models need to be reasonably low poly. That model is well over 300,000 polygons after the SubSurf is applied and the model is triangulated.

2) Upon removing the Subsurf, it's apparent your model has a lot of leaks in it. Try managing the individual vertices's and merging them to create a closed model.

3) Never use materials for game models. Simply put, it doesn't work.

4) Always triangulate your model before exporting for use in your games. Select your model, go into edit mode, select all vertices's and press Ctrl+T.

----

Now back onto topic. Without seeing the original model, I couldn't tell you why it's not exporting properly. In general, Blenders .X exporter is actually fairly decent. The problem is in that Blender supports a lot of things that the .X format doesen't (SubSurfaces and Materials for example).

Always triangulate your mesh before using the .X exporter.

I can't promise I'll be able to find out why it's not working for you, but if you want, post your model and I'll take a look at it.

-Piro
Core2uu
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Posted: 27th Apr 2008 22:00
I would look at the interior but I don't know how... However what little I could see of it through the transparency of edit mode looked very nice...

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programing maniac
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Posted: 27th Apr 2008 22:36
Quote: "Just thought I'd post and give my two cents.

While I like the concept of the model, it's got a few problems.

1) When working on game models, never use SubSurfaces or SubD's. Game models need to be reasonably low poly. That model is well over 300,000 polygons after the SubSurf is applied and the model is triangulated.

2) Upon removing the Subsurf, it's apparent your model has a lot of leaks in it. Try managing the individual vertices's and merging them to create a closed model.

3) Never use materials for game models. Simply put, it doesn't work.

4) Always triangulate your model before exporting for use in your games. Select your model, go into edit mode, select all vertices's and press Ctrl+T.

----

Now back onto topic. Without seeing the original model, I couldn't tell you why it's not exporting properly. In general, Blenders .X exporter is actually fairly decent. The problem is in that Blender supports a lot of things that the .X format doesen't (SubSurfaces and Materials for example).

Always triangulate your mesh before using the .X exporter.

I can't promise I'll be able to find out why it's not working for you, but if you want, post your model and I'll take a look at it.

-Piro "


ok, yeah, i guess it was really high polly... the gaps i was going to close, but it isn't the final and I wanted to se what people thought of the inside.

That stincks I can't use subsurfing-- I love using it.... So easy..

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programing maniac
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Posted: 27th Apr 2008 22:56
Is this a bit better? I closed the gaps-- I don't know how much poly though-- terrible at calculating...

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programing maniac
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Posted: 27th Apr 2008 22:57
wait this one is better. I sent the wrong one

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pirogoth
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Posted: 27th Apr 2008 23:30
That is a little better. However you're still using a SubSurf. You could get the shape and detail of that model with probably a sixth of the polycount. Subsurf modeling is meant for high polycount, detailed, organic models. Don't abuse it. =P

Look at the attached picture, that shows your current polycount under the "FA" (faces) field. Keep in mind it doesn't differentiate between triangles and quads. So if you are modeling with quads, keep in mind your polycount will at least double when you triangulate the model.

-Piro

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programing maniac
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Posted: 28th Apr 2008 01:48
I am using subsurf? Hm.... I was just smoothing it out....

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pirogoth
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Posted: 28th Apr 2008 06:10
My apologies. You did just smooth it out, but it had the same effect as an applied SubSurf. While it's true you don't want any non applied subsurfs, you also have the issue of an extremely high polycount for such a model. You really need to lower that polycount.

-Piro
tobi453
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Posted: 28th Apr 2008 10:00
You should check out the new blender version 2.46 RC 1. It can bake normal maps for your models and it has some nice other feature additions.

For more details look here:
http://www.blender.org/development/current-projects/changes-since-245/

FINAL VERSION RELEASED!!!!
programing maniac
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Posted: 29th Apr 2008 03:01
hm... New blender version-- nice...

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programing maniac
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Posted: 29th Apr 2008 03:03
wait-- I have version 2.5, is 2.46 better?

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Core2uu
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Posted: 29th Apr 2008 03:15
As far as I know there is no beta currently for Blender and the latest stable version is 2.5

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programing maniac
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Posted: 29th Apr 2008 03:24
ok
How do you bake an object? It sounds interesting...

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Core2uu
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Posted: 29th Apr 2008 03:33
No clue... Tobi's the 3D (and everything else) expert... He'll be able to tell you... Or you can search around on the net... Sounds interesting to me too...

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jason p sage
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Posted: 29th Apr 2008 14:29
I don't use Baked Objects. All my Models are drug tested before use. I am making a military game after all. Can't have baked soldiers piloting aircraft, tanks, and wielding guns!

Seriously, how do you guys get Blender to work? I tried it and I've loaded models, etc... I never SEE anything

tobi453
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Posted: 29th Apr 2008 16:03
jason, what do mean by "I never SEE anything"? Could you post a screenshot?

For information on how to make normal maps in blender, look here:
http://www.blender.org/development/current-projects/changes-since-245/render-baking/

Then you must have a normal mapping shader ( I think there is one in the shader pack) and apply it to you model. You can also use baking to calculate shadows on the texture (useful for static objects).

FINAL VERSION RELEASED!!!!
jason p sage
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Posted: 29th Apr 2008 23:48
Sounds kinda think - maybe not - I'm too engrossed in my GUI to reinstall blender at the moment though I will, and I appreciate your willingness to help me with it! You are very cool!

programing maniac
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Posted: 30th Apr 2008 02:19
is there a turorial for baking models? I really want to learn how, I heard somewhere ( actually I read it-- since I was online..) that it lowers your poly count.... Is that true, if so..........

IF ANYONE HAS A TURORIAL ON BAKING OBJECTS IN BLENDER-- CAN I PLEASE HAVE THE LINK!!!!!!!

thanks in advance-- this forum rocks! i get all the help I want and learn about new things! Thanks!

~~Its not about what you know, its about how you figure it out.~~
pirogoth
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Posted: 30th Apr 2008 21:25
That's not exactly accurate. It doesn't reduce the polycount, it allows you to have a greater amount of rendered detail on a lower poly model. It doesn't reduce your polycount, exactly.

It's a very useful tool and you'll find that most artist have been doing this for quite some time in their games. It's a technique similar to bump mapping, but a little more powerful. Here's a little literature on the subject.

http://en.wikipedia.org/wiki/Normal_mapping Normal mapping is the same as baking in blender, or at least that's what I've been told. I've only done this in Maya. Blender is still fairly new to me.

http://en.wikipedia.org/wiki/Bump_mapping You're probably a bit more familiar with this.

http://en.wikipedia.org/wiki/Parallax_mapping Parallax mapping is normal mapping on steroids. It's also computationally more expensive from my understanding.

In addition, here are some tutorials on baking normals in blender (normal mapping):
http://www.blender3dclub.com/index.php?name=News&file=article&sid=47
http://3d-tutorials.blogspot.com/2008/04/blender-tutorial-baking-textures-faking.html
http://www.blender.org/development/release-logs/blender-243/render-baking/

That should tell ya just about everything you need to know. Just make sure you spend a lot of time and practice!

-Piro

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