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So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 11:07
by aeonios
Which turned out to be more complicated than I expected. I think I sort of know how to get the scaling to work right for the model, but not how to export a .dae file. Unwrapping the UV was no problem, but then I didn't know how large to make the texture surface so I just used 512x512. Then when I try to paint it I get this weird kaleidoscope effect where painting one part paints the whole rock and I'm not sure why or how to fix it.
I tried opening another feature's dds texture in the directx texture tool, but it just looks like a solid teal image, which is also not helpful.
So far I'm like zero for everything, and all I wanted was a couple stupid rocks for a map.

Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 12:23
by FLOZi
Hard to diagnose without the files and a screenshot
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 12:46
by zoggop
i know nothing of blender, but maybe this
http://springfiles.com/spring/tools/spring-features has the rocks you want?
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 13:21
by aeonios
No, that's why I'm making my own.
Anyway I got most of this stuff figured out. I got my dae and converted my texture to dds, but now I have no idea how to link the texture to the model.

Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 13:57
by enetheru
aeonios wrote:
No, that's why I'm making my own.
Anyway I got most of this stuff figured out. I got my dae and converted my texture to dds, but now I have no idea how to link the texture to the model.

https://www.youtube.com/watch?v=G2CdYFgrP84
http://cgcookie.com/sculpt/2014/05/16/e ... ormations/
I once wrote a blender feature exporter, not sure if it works anymore.
https://github.com/enetheru/springrts-blender-tools
my advise is to find a feature that exists already that is mostly what yo want and then use it as a reference.
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 15:28
by aeonios
Well, I tried opening the dds files for several features both in the directX texture tool and with the gimp plugin, both of which produced only a blank transparent image. That doesn't help things much.
I hadn't planned on doing anything particularly fancy with the rocks, just to make rocks that match the mountains on my map. I didn't have much trouble with the modeling part.
I can't, however, seem to figure out how to set up the featuredef correctly for a dae. It kept complaining that it couldn't open '/objects3d/features/my_feature.lua', and although it stopped giving me that error after I created a metafile for it I still get no visible rock in featureplacer. I'm gonna try the s3o exporter for blender and see if that doesn't work any better.
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 16:20
by yuritch
Textures are transparent because Spring uses alpha channel for teamcolor, in an inverted way. So textures with no teamcolor (like on most features) will be fully transparent.
If using GIMP, you can see the texture like that: open .dds, do Colors - Components - Decompose, select RGBA mode. Then you can fill alpha layer with solid while and recompose colors, then you'll see the texture.
Don't forget to set the alpha layer to full black again before exporting the texture so it works in spring.
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 16:31
by FLOZi
aeonios wrote:
I can't, however, seem to figure out how to set up the featuredef correctly for a dae. It kept complaining that it couldn't open '/objects3d/features/my_feature.lua', and although it stopped giving me that error after I created a metafile for it I still get no visible rock in featureplacer. I'm gonna try the s3o exporter for blender and see if that doesn't work any better.
https://springrts.com/wiki/Gamedev:Feat ... Tag:object should point at the .dae not the .lua
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 16:37
by Anarchid
Textures are transparent because Spring uses alpha channel for teamcolor, in an inverted way. So textures with no teamcolor (like on most features) will be fully transparent.
Can anyone tell me a reason for this, by the way? It seems pretty fouled up.
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 16:50
by smoth
wall features and corpses. The fact that all spring models HAVE TO use the same shader for all things due to no real way to specify a different shader outside of lua... feature rendering in lua is supposed to be very slow.
I think it is stupid but we have no way to change that. Maybe JK can clarify.
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 16:58
by aeonios
well I fixed most of this. I ended up using a jpeg texture since dds is such a pain to use, and it also allows me to ignore team color stupidity. I also needed to make the rock 20x larger. I'll keep color decompose in mind, in case I actually end up needing it.
Random question though: if the alpha channel specifies team color, how do you use transparency on textures, ie for tree branch planes?
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 17:00
by FLOZi
Re: So I wanted to make a rock in blender..
Posted: 16 Feb 2015, 17:16
by PicassoCT
I promiscurityed to be nice.. but then.. the urge ... sooo strong..
https://www.youtube.com/watch?v=4GHN1Mu6VG0