Documentation?
by Jeff Greenland · in Artist Corner · 05/02/2005 (11:35 am) · 13 replies
Blender is such an awesome tool. The exporter needs more support. Does any comprehensive documentation exist for the dts exporter? The files that came with mine were little more than some readme files. Junkyardcat.net has that excellent tutorial but many many things are missing and I cannot seem to find them. Is there anything solid for documentation that I do not know about? If not, I would be interested in helping organize and contribute.
About the author
#2
06/23/2005 (9:21 pm)
I'm still exporting solid white objects while working with the UV editor in Blender. I have so far I have been able to "load" images and have them show in the 3D window, but it's rendering white when importing into Torque. I seriously need step-by-step instruction to colorize the rendered objects. I've been looking for the DTS documentation. The documentation does not seem to be accessible at this time. The junkyardcat.net links to an GhoulNet site. Frustrated
#3
* The texture size is a power of two (256x256, 512x512, etc...)
* The name of the material linked to the object matches the filename of the texture, excluding extension (player.jpg)
* The texture is in the same folder as the dts file
If you verify those three things, you should see your cool new mesh inside the best 3D engine the planet has ever known. ;)
06/23/2005 (11:49 pm)
Well if you are getting a mesh out of the exporter, and you can see the texture on the mesh inside blender, its easy to get the texture to show up inside torque. All you have to do is verify the following:* The texture size is a power of two (256x256, 512x512, etc...)
* The name of the material linked to the object matches the filename of the texture, excluding extension (player.jpg)
* The texture is in the same folder as the dts file
If you verify those three things, you should see your cool new mesh inside the best 3D engine the planet has ever known. ;)
#4
06/24/2005 (8:31 am)
Yes. it goes by the name of the texture object in the OOPS layout, not the texture file you linked it too. Also, I think it may be case sensitive.
#5
But some steps are beyond me. How do I figure texture size? And how do I know that I'm linking right? Is linking part of setting the "empty" parent to the object in the OOPS window (Crtl+P) or just seeing the pattern on the object (did the second part and still rendered potato mode)?
I haven't found any documentation myself. Until the Torque Developer Network comes out, would there be any resource that gives step by step instructions?
06/24/2005 (9:00 pm)
Thanks so much :- )But some steps are beyond me. How do I figure texture size? And how do I know that I'm linking right? Is linking part of setting the "empty" parent to the object in the OOPS window (Crtl+P) or just seeing the pattern on the object (did the second part and still rendered potato mode)?
I haven't found any documentation myself. Until the Torque Developer Network comes out, would there be any resource that gives step by step instructions?
#6
I'm now experimenting with UV Mapping. Told ya I was a newbie! ;- )
Here are some awesome sites. Of course there's plenty of UV mapping resources on Google.
Here's one that deal with Blender.
http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/20_Blender%20tutorial%20UV%20Mapping.html
to download the UV Mapper- http://www.uvmapper.com/
06/28/2005 (3:31 am)
I found the answer!!!! :- ) I'm now experimenting with UV Mapping. Told ya I was a newbie! ;- )
Here are some awesome sites. Of course there's plenty of UV mapping resources on Google.
Here's one that deal with Blender.
http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/20_Blender%20tutorial%20UV%20Mapping.html
to download the UV Mapper- http://www.uvmapper.com/
#7
I found a good way to do texture size, Jasc Paint Shop Pro
http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&pfid=1047024307383
for a free trial that works great!!
06/28/2005 (3:37 am)
Oh, I forgot. I found a good way to do texture size, Jasc Paint Shop Pro
http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&pfid=1047024307383
for a free trial that works great!!
#8
http://www.uvmapper.com/tutorials/tutorial_classic_win.html
06/28/2005 (3:42 am)
Here's some instruction for the uvmapper.comhttp://www.uvmapper.com/tutorials/tutorial_classic_win.html
#9
http://prdownloads.sourceforge.net/gimp-win/gtk%2B-2.6.7-setup-2.zip?download
Also look at this great tutorial on UV mapping using the built in blender functions (a video tut ~48megs)
http://www.ibiblio.org/bvidtute/mytut/uvtut.avi
And don't forget there is HEAPS of Blender documentation at www.blender3d.org and a forum
at
www.elysiun.com
06/29/2005 (6:07 am)
For graphic editing also look at GIMP (it is open source) and kicks a$$.http://prdownloads.sourceforge.net/gimp-win/gtk%2B-2.6.7-setup-2.zip?download
Also look at this great tutorial on UV mapping using the built in blender functions (a video tut ~48megs)
http://www.ibiblio.org/bvidtute/mytut/uvtut.avi
And don't forget there is HEAPS of Blender documentation at www.blender3d.org and a forum
at
www.elysiun.com
#10
Another thing that took me a while to figure because I'm a just born newbie (for those with the "potato" mode issue)
I was in misunderstanding of matching names. It's not to match the name.png to name.blend but matching the name.png to what's typed in the MA:name.png in the Material tab. That's how the dts looks for the name of the png file in the same directory.
Please don't laugh, because there will always be other newbies out there like me.
:- )
06/30/2005 (4:49 pm)
Thanks soo muchAnother thing that took me a while to figure because I'm a just born newbie (for those with the "potato" mode issue)
I was in misunderstanding of matching names. It's not to match the name.png to name.blend but matching the name.png to what's typed in the MA:name.png in the Material tab. That's how the dts looks for the name of the png file in the same directory.
Please don't laugh, because there will always be other newbies out there like me.
:- )
#11
07/01/2005 (6:01 am)
And knowing is half the battle.
#12
07/01/2005 (6:37 am)
G. I. Joe?
#13
No one's laughing, it took me a while to figure that out too. It has changed a little in 2.37 as well. I posted screenshots in another thread around here somewhere.
07/02/2005 (6:15 pm)
@TatjanaNo one's laughing, it took me a while to figure that out too. It has changed a little in 2.37 as well. I posted screenshots in another thread around here somewhere.
Torque Owner Josh Williams
Default Studio Name
It'll take a little while yet, but we have the "Torque Developer Network" on the way. This will be a wiki-based community documentation site. James Urquhart wrote some good docs for the Blender exporter, and those will be on TDN. Likewise, you and the rest of the community will be able to add to and update the docs once TDN is released. :) Like I say, it'll be a little wait for TDN, but once it's up, it'll be very, very worth it.
In the mean time, if you want to start cranking on some good docs, please go for it. They're always worthwhile and very much appreciated by everyone here. The best way to publish them for now is to write a "resource" on the site here.