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 Using Blender to Make Game Models Part 2
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First I have to congratulate you for such a nice article, keep up the good work.
Blender is such a great tool, but really hard to master, given the fact its interface its not very 3dsmax or maya alike, and tutorials like yours definitely help people to "get closer" to the real thing, if you know what I mean.

Anyway, looking forward to read more articles from you!

cheers

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Very nice job with the tutorial. I've always wanted to learn Blender, but never had the time. These tutorials are concise and cover the most useful features of Blender. Thanks and keep up the good work.



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Thank you for the great tutorials from my side, too! I have just one question: since I am programming an OpenGL 3D game I am interested in modelling models for my OpenGL engine. Could you please offer some advise on this topic? What format is Blender able to export to that is appropriate for OpenGL?

Thanks in advance!


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Quote:
Original post by STORM76
Thank you for the great tutorials from my side, too! I have just one question: since I am programming an OpenGL 3D game I am interested in modelling models for my OpenGL engine. Could you please offer some advise on this topic? What format is Blender able to export to that is appropriate for OpenGL?
Any format can be suited for opengl. You just need to write a loader. The format you should pick is the one that supports the features you want to store.

Animation?
Multitexturing?
etc...



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Wasn't there recently an article posted about loading ".X" files without directX? You could use that.

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Rock on, glad you guys liked it

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Thanks for an excellent blender tutorial! I've had fun making my first 3D
sword! The step by step instructions with corresponding screenshots helped
tremedously.

Although, I'm stuck on the last part and was wondering if I could get some help.
I'm trying to save the uv face layout of my sword model. I click export
and it tells me python script error check console. In the console it reads:

Traceback (most recent call list):
File "(string)", line 132, in bevent
IndexError: list index out of range

I downloaded your blender file and tried exporting the uv face layout and
it worked without errors. I run into trouble with my particular blender
file.

I'm using version 2.37a and Im running windows 98SE. I'm new to blender
and 3d modeling so I'm not sure what is causing the error. I've tried using
different texture sizes and line sizes. I've looked at all the different
buttons to see if it has anything to do with the uv settings.

I would like to finish my first sword and I'm stuck! Can someone please
offer some suggestions of what is happening and how to fix it? Thanks!

-prowst


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Another good article - however I think your articles made me further inclined not to use Blender! Not because I think you explained things badly, but just because it seems complicated. All those hot-keys for a start! I want a more intuitive approach - grbbing vertices, creating basic shapes to work from etc...

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@Prowst:
Sounds like a python error. Do you have a python-path set on your computer? If not, this link should contain some usefull info: elysiun

btw, my python path is: PYTHONPATH C:\PYTHON22;C:\PYTHON22\DLLS;C:\PYTHON22\LIB;C:\PYTHON22\LIB\LIB-TK

This can be set at "this computer(right click)"->"Properties"->"Advanced"->"Environment variables" (these are straight translations of the dutch version, so they might be a bit of.)

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Great tutorial! Are there any more planned? Perhaps animation with IPO curves, and one on armatures?

Quote:
Original post by d000hg
Another good article - however I think your articles made me further inclined not to use Blender! Not because I think you explained things badly, but just because it seems complicated. All those hot-keys for a start! I want a more intuitive approach - grbbing vertices, creating basic shapes to work from etc...


Though Blender might seem a little counterintuitive to begin with, after a short while you should become quite used to it, and working in Blender becomes very efficient. There is a very good video tutorial on how to use Blender's LSCM UV mapping here.


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Quote:
Original post by d000hg
Another good article - however I think your articles made me further inclined not to use Blender! Not because I think you explained things badly, but just because it seems complicated. All those hot-keys for a start! I want a more intuitive approach - grbbing vertices, creating basic shapes to work from etc...


Blender has chosen to make it easy to use for the experienced user. This is at the expense of making it easy for those who have never used it before. The first time I used blender, I was skeptical. I had no idea what to do, but a couple of tutorials later, it just started to flow! One hand on the mouse, and the other hand on the keyboard; I have never worked faster in any 3d program.

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Quote:
Original post by Anonymous Poster
Quote:
Original post by d000hg
Another good article - however I think your articles made me further inclined not to use Blender! Not because I think you explained things badly, but just because it seems complicated. All those hot-keys for a start! I want a more intuitive approach - grbbing vertices, creating basic shapes to work from etc...

Blender has chosen to make it easy to use for the experienced user. This is at the expense of making it easy for those who have never used it before. The first time I used blender, I was skeptical. I had no idea what to do, but a couple of tutorials later, it just started to flow! One hand on the mouse, and the other hand on the keyboard; I have never worked faster in any 3d program.

Seconded.

John B

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Hi!

Sorry to bring back that subjet from its grave but I have a problem with this UV texture mapping tutorial!

I have followed step by step this tutorial to make a texture mapping on a cube! When I use blender, the cube is properly textured if I active the real time texturing mode (as told in the tutorial. I ve also activated the textface option to see textures when rendering (when I was triing to resolve my problem)!

But when I try to make a .x file with my cube, the texture doesn't appears in the DX9 MeshView programme! My .x, .bmp and .tga have different names and are all in the same folder... Logicaly, the texture I use is the .bmp (I ve tried to remove the .tga but it doesn't resolve the problem)

I ve noticed that the exemple that I down loaded doesn't work when I launch the MeshView, but other premade textured mesh work perfectly! I have made the texture maping on the exemple befor using it! It doesn't work it seems something is missing to join the .x and the texture together (When I open the .x file, I don't find the pass of the texture Oo)

If somebody can tell me what's wrong or if something is missing in this tuto, he would save my life :]



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I fonded a way quite violent to resolve this problem!

I had to open my .x file and to make a few changes :

Material Material {
1.0; 1.0; 1.0;1.0;;
0.5;
1.0; 1.0; 1.0;;
0.0; 0.0; 0.0;;
/////////////////////////
/(Added!)
/ TextureFilename {
/ "mytexture.bmp";
/ }
/(Added!)
/////////////////////////
}

I'm violent I know! And if somebody has another solution, he is welcome! :]

Now, if someone can tell me how to do an annimation in DX9 with Dev-Cpp... :]]]

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I have begun using Blender recently. I have not used 3DS Max or Maya so I wonder if someone would be willing to comment on how Blender compares to these two commercial products (or Milkshape) with regard to ease of use, overall capability, features and "completeness".

My development partners and I are trying to decide whether to "commit" to this open source option or go with Maya. We program with OpenGL if that figures in to anyone's analysis.

Thanks to anyone that replies.



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Thanks for two great articles! Your explanation has convinced me to try using blender after all.

But at the end of the day I'm still a programmer *grin*. Do you have blender models for sale, or know where I can look for some?

thx.

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First, I would like to thank LeFabdesBois for solving my problem of getting the texture painted on my mesh when rendering in MeshViewer (or when creating my 3D-games), I struggled with the exact same problem. But surely, there must exist a better and less violent way to acheive this than to open up the .x-file and editing it in Notes?

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Drexl,

I've worked from the beginning of the article all the way throughout and got the same error. Everything worked fine until I exported the mesh. The mesh loads fine in the Mesh viewer, but my texture doesn't show. I hope there is a better solution than going into the code. (Although, I should be fine with that, being a coder.)

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Quote:
Original post by STORM76
Thank you for the great tutorials from my side, too! I have just one question: since I am programming an OpenGL 3D game I am interested in modelling models for my OpenGL engine. Could you please offer some advise on this topic? What format is Blender able to export to that is appropriate for OpenGL?


This may not be useful, but if you were to consider creating your own format you could start with the "raw triangles" export script (if you know or are willing to learn python!). Assuming a standard windows install, it should be at:
<drive>:\<path>\Blender Foundation\Blender\.blender\scripts\raw_export.py

I've included a C++ function that loads and displays a mesh; using the meshes location data to provide a bit of colour. Be warned I don't have much experience, so take this with a grain of salt :)

For example, the function reads in the model data every time its called, which isn't very efficient.



void meshdraw(void)
{
	float x, y, z;
	/* rot_angle is a global variable - it is incremented in the idle function*/
	glRotatef(rot_angle, 0, 1, 0);
	ifstream datafile("./mesh.raw", ios::in); /* mesh.raw is generated by blender */
	glBegin(GL_TRIANGLES);
		while(datafile)
		{
			datafile >> x >> y >> z;
			glColor3f(x, y, z);	/*A little colour helps! Some vertices will be black*/
			glVertex3f(x, y, z);
		}
	glEnd();
	datafile.close();
}



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Here is a link to my modified/enhanced DirectX9 exporter script for Blender.
It works well for me, and I hope it can work well for you!
[url]http://www.vectorslave.com/blender.html[/url]
It fixes alot of the issues you Will encounter using the default exporters or some of the other versions floating around.


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click here to download an opengl exporter I made from Rogerio's and looking at the obj and raw export scripts....it just displays the model (with smooth interpolated vertex normals), I have yet to add the uvs and animations but they may come in the future!
Here's Rogerio's script, the reason I edited it and recreated it is that it didn't seem to be working with 2.40 and was made for 2.10 but it does have a couple extra things like smooth or flat shading, uvs.
OpenGL model exporter by Rogerio Mazakina.




click here to download an opengl 3d sim I made using blender to make most of the models (from primitives) (3.7 MB) + DevC++ source



click here to download another opengl 3d sim I made using blender to make most of the models (from primitives) (800K) + DevC++ source

anyone wanna go in with me to improve this exporter to include textures and animations? It will take me a while, but I'll probably try.......

[Edited by - sam_carmichael on March 14, 2006 11:42:52 AM]

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I unfortunately am receiving this same error when I try to save the UV map:

Traceback (most recent call list):
File "(string)", line 132, in bevent
IndexError: list index out of range

I have tried Kalasjniekof's suggestion of installing python and setting the pythonpath to no avail.

Has anyone else come across and vanquished this error?

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updated the exporter:
click here to download it


and a tutorial:

it now includes material (including specular, diffuse) and vertex animations from Blender directly into OpenGL!

[Edited by - sam_carmichael on October 28, 2006 1:40:04 AM]

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Sorry to bring such an old thread back to life but, concerning the tutorial, it has been a long time since the tutorial was written and the version of Blender I am using now.

I am trying to figure out how to resume the process of marking the seams so I can take the pieces into GIMP, etc. Can anyone help me with this?

Otherwise, the tutorial is very good and I was able to feel like I really knew something by the time I got done with the first part.

Thanks...

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