Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Xjazz on February 15, 2006, 05:54:54 PM
-
Hi
Anybody here use a Blender 3D (http://www.blender.org/cms/Home.2.0.html) program?
I was trying a Blender several times but GUI just feels so complex for 3D noob like me...
Then I find this link
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
Nothing big but finally I could build at least something:)
New brown textured mountains in this testing mp
http://warezhouze.1g.fi/Here/AH/terrains/Rocks1.res
I'm happy with Blender:D
-
Sweet , i'll have to try it.
Your map reminds me of aliens coming to earth.
-
Can you give us a tutorial of how to use the program to make our own custom objects and terrain tiles?:rolleyes:
-
Hi
Duh,
Yes, the scene have pretty Unreal look.
Bogie603rd
Here is mine “From Blender to Aces High: simple LOD-less ground object".
Preparation
You need two work versions from your texture: one with a RGB palette for Blender and on with indexed palette for EO.
EDIT!
Indexed texture files are working fine in my another PC, which have a NVidia GPU. Hmmm, ATI vs NVidia GPU + driver voodoo, spiced with BIOS versions and moon position... :rolleyes:
Made a following folder tree:
* ah2editor (official TE folder)
.........* 3Ds (just a folder for custom object projects)
..................* XYZ (folder named after your object name)
............................. .* Blender_files (Blender files & RGB texture)
............................. .* AC3D_files (AC3D files & Indexed texture)
No more worries about proper texture file palettes. Also your project files will stay in good order.
1. Blender for design and texturing (check that Noob-to-Pro tutor):
- Design your ground object to the end.
- center the object
- Texture it with RGB-palette *.bmp file.
- Export object in AC3D format to the AC3D_files folder.
2. AC3D for checking:
- Check the possible design problems.
- Check the object center position.
- Check the correct texture appearing & mapping.
3. Text editor for hierarchy tree, object properties and AH materials:
- open your new object AC3D file.
- Open OE exported ground object file or prepared template file.
- copy/Paste your object geometry&surface data to OE exported file.
- set the proper texture name and material for surfaces with Replace.
4. AC3D for final checking.
5. AH Object Editor for finishing the job
- convert the AC3D object file and close the OE.
- delete the cache folder.
- reopen the OE again and check the result.
The design phases takes normally most of your time. The rest are done with in few minutes.
AH-OE exported objects to Blender
Before you import *.ac object file to the Blender, you must change textures color palettes to the RGB mode.
All sub-objects will import ok but non-used AH material definitions, hierarchy tree and object properties will disappear.
Here is picture from imported AH object FUB2.ac (fuel truck).
http://warezhouze.1g.fi/Here/AH/pics/FUB2_in_Blender2.jpg
I assigned each sub-shape to the separate layers. The down-right window in a texture mapping window.
Nice thing is that the Save function is saving the current screen configuration for next time.
-
If somebody is using a Note Tab Light (http://www.notetab.com/ntl.php) (freeware) for AC3D file editing, then you maybe find this small AH_Objects (http://warezhouze.1g.fi/Here/AH/NoteTabLight/AH_objects.clb) library handy.
You can just double click the needed properties from the list to the file, instead of the typing it.
Screen shot
http://warezhouze.1g.fi/Here/AH/pics/NTF.jpg
-
How does that note tab light work out?
I've got some stuff i'd like to try to to test in-game - but I have little patience for AC3D and the heirarchy / properties editor in it. Alot of the stuff has pretty complex LODs.
I can build/texture something in 2 hours - then it take 6 hours to get it right in AC3d... = 8 hour project, which to me isn't productive.
-
Hi Waffle BAS
So far I have been using NTL for simple objects only. The complex trees are hmmm... complex to manage due huge amount of the lines (geometry & surfaces) and lack of the highlights and true tree view.
I just need a following function for my dream editor. Only :)
Open *.ac file and show the hierarchy tree like AC3D's F6 function.
Groups & Objects can add / remove: import file or just copy&paste.
Groups and objects can drag&drop in tree with mouse.
The Color highlights option for groups and objects.
Groups and properties can fold / unfold.
The properties drop down selection windows.
Object geometry & surface data unfold option. Fold by default.
The project format (*.acp) option with comments: LOD1, LOD2, dead LOD1 etc.
The build in logic take care of the proper "data", "kids", "crease" & etc values.
How about some AH hierarchy tree editor coding/scripting? Anyone? Somebody?!
-
Originally posted by Waffle BAS
How does that note tab light work out?
I've got some stuff i'd like to try to to test in-game - but I have little patience for AC3D and the heirarchy / properties editor in it. Alot of the stuff has pretty complex LODs.
I can build/texture something in 2 hours - then it take 6 hours to get it right in AC3d... = 8 hour project, which to me isn't productive.
Hi Waffle BAS,
I was playing with sBlender and figure out, it possible to do a hierarchy trees in it. There are few side notes: the object properties data can't be longer than 19 marks. Also current AC3D_EXPORT python script have some problems with GROUPs internal order*.
Anyhow, the hierarchy tree building it self feels much more easier in Blender than in AC3D.
pic 1
http://warezhouze.1g.fi/Here/AH/pics/cit3_add%20GROUPempty.jpg
The low-left in picture shows what blender import from cit3.ac AH object. The low-right shows copy&paste text from the AC3D F6 window (edited). The menu drop down shows how I add a first group (Empty) the scene. Yes, it can be ANY group later on. The rest is just up to the Parent'ing and GROUP remaning. It's possible to add/remove the groups and objects anywhere.
Pic 2
http://warezhouze.1g.fi/Here/AH/pics/cit3_blender_htree.jpg
Hierarchy tree done in Blender
Cit3 blender file with hierarchy tree
http://warezhouze.1g.fi/Here/AH/terrains/Blender/cit3be.blend
The previous Blender file exported to the AC3D format (all selected)**
http://warezhouze.1g.fi/Here/AH/terrains/AC3D/cit3be.ac
*If you compare the Blender exported cit3be.ac file hierarchy tree (f6/f8) to the pic 2 hierarchy tree, you can see the difference in l48-group. The object o304 is at the top for some reason.
(edit: add the l48 & o304 info)
(edit2)
**I forget, I have a untouched AC3D_EXPORT.py script in this PC. Just replace "poly" string in your ///.blender/scripts/AC3D_EXPORT.py file to the "object". Now the export will write a "OBJECT object" instead of the "OBJECT poly".