LarryG on 26/11/2016 at 23:02
Quote Posted by -Terra-
Hey thx. :)
Wehre Can i Download Dark Exporter?
Read the DromEd Resources and Tutorials thread? It is stickied at the top of this forum.
-Terra- on 27/11/2016 at 09:41
Yeah i have read all this stuff now, but i dont understand the part with texture, my object is jorge but in blender i have use the texture on the object, but now in dromed its Jorge. What have i missing? :p
Inline Image:
http://up.picr.de/27548476vi.png
Unna Oertdottir on 27/11/2016 at 09:50
Use a hex editor to open the 3ds object first. Note all the textures (like Terra123.png) Use 3dstobin to convert the object to bin if Blender doesn't preserve the texture. You'll see the texture in 3dstobin, and also in the 'bin' when you open it with a hex editor.
Cardia on 27/11/2016 at 10:25
Wait a second, so it is possible to use objects from other games in NewDark? What program do i need to convert those objects to .bin files? And is it possible to do with all kind of object models?
Unna Oertdottir on 27/11/2016 at 10:39
Quote Posted by Cardia
Wait a second, so it is possible to use objects from other games in NewDark?
If it's a free object, yes
Quote:
What program do i need to convert those objects to .bin files? And is it possible to do with all kind of object models?
Read the posts in this thread. 2 converters have been mentioned.
1. Blender with plugin
2. 3dstobin
R Soul on 27/11/2016 at 11:33
With Blender there are two ways of putting a texture on a model, but only one of them generates the necessary data for a Dark Engine object.
Create a material. If the selected mesh has no materials, the new one will automatically be assigned to all faces. Use the textures tab to choose the image. By default you will only be able to see the texture when Viewport Shading is 'Material', but that also relies on 'lamp' objects to illuminate the scene properly. There's an addon called Material Utils that allows you to see textures in 'solid' mode. Install it, then you can press Shift Q and select Material to Texface.
In this case you may have already used 'texface' (by using the UV window to assign textures). You can use Material Utils and choose 'Texface to Material', but you may end up with duplicate materials.
It seems silly that these extra steps are needed but I think it's related to Blender being designed to do advanced rendering. A material can contain loads of textures, each one doing different things (diffuse, normal map, specular etc) but those effects are calculated, and therefore have a performance cost. The purpose of 'texface' may be to allow users to make a single image, which hardly affects performance, to help with UV mapping.
-Terra- on 27/11/2016 at 11:35
Well maybe there are some problems with this objects, it is possible to convert this objects to NewDark but the problem is, this are Amnesia Objects and not from looking Glass. i think iam contact frictional games and ask for permission, the demo is free yes but the original game costs. :erg:
Squadarofl on 27/11/2016 at 13:29
You simply forgot to put a texture name for the object in blender :)
-Terra- on 27/11/2016 at 13:41
Really? I watch The Video that have you Posted. And all this Works really Fine, iam using that Script from Dark exporter to convert this To bin. How i put this Texture Name to Blender, i dont really Understand this :eek:
Cardia on 27/11/2016 at 16:28
pk, so i have downloaded blender and installed and added the io_scene_dark_bin.py plugg in, i try to load this object:
But blender can't read the files in.obj or mtl. Should i use other program to convert this green crate object into .bin?