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#1 31-Jan-2015 14:34:16

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 268

from blender to OS3D - without textures

as can be imported into openspace3d of blender models "with textures"?
what method of importing models from the blender is better?
thanks in advance

Last edited by el_motoblock (31-Jan-2015 16:21:07)


3d design as a hobby
blender, 3ds max, GTA San Andreas Modmaker, YTP Maker

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#2 31-Jan-2015 16:41:39

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,486
Website

Re: from blender to OS3D - without textures

Hello I'm not familiar with blender.
but the common mistake when importing texture is the texture files are missing on in the wrong directory.

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#3 1-Feb-2015 12:15:33

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 268

Re: from blender to OS3D - without textures

Yes, all right now!
Terms of successfull import:
-Scene .blend and texture files should be together in ".../Documents/OpenSpace3d"
- File - User Pref-s - File - Relative Paths [checkmark is removed]
- File - Save - Remap Relative  [checkmark is removed]

Last edited by el_motoblock (1-Feb-2015 13:05:33)


3d design as a hobby
blender, 3ds max, GTA San Andreas Modmaker, YTP Maker

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#4 1-Feb-2015 13:40:34

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,486
Website

Re: from blender to OS3D - without textures

good:)

thanks for sharing the solution.

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#5 8-Feb-2015 21:07:08

el_motoblock
Member
From: Russia
Registered: 16-Feb-2013
Posts: 268

Re: from blender to OS3D - without textures

imbedded importer does not create "*.program; *.cg" files. Only diffuse texture can be exported.

material "blenderND_Material0"
{
	technique blenderND_Material0_technique
	{
		pass blenderND_Material0_standard
		{
			cull_hardware none
			cull_software none
			ambient 0.00000000 0.00000000 0.00000000 1.00000000
			diffuse 1.00000000 1.00000000 1.00000000 1.00000000
			specular 1.00000000 1.00000000 1.00000000 1.00000000 66.00000000
			emissive 0.00000000 0.00000000 0.00000000 1.00000000

			texture_unit Diffuse_blenderND_Material01
			{
				texture assets/models/converted/blenderND/textures/0t.jpg
				tex_coord_set 0
				tex_address_mode wrap wrap wrap
				colour_op modulate
			}
		}
	}
	technique blenderND_Material0_fulldef_technique
	{
		scheme fulldef
		pass blenderND_Material0_standard
		{
			cull_hardware none
			cull_software none
			ambient 0.00000000 0.00000000 0.00000000 1.00000000
			diffuse 1.00000000 1.00000000 1.00000000 1.00000000
			specular 1.00000000 1.00000000 1.00000000 1.00000000 66.00000000
			emissive 0.00000000 0.00000000 0.00000000 1.00000000

			texture_unit Diffuse_blenderND_Material01
			{
				texture assets/models/converted/blenderND/textures/0t.jpg
				tex_coord_set 0
				tex_address_mode wrap wrap wrap
				colour_op modulate
			}

			texture_unit Specular_blenderND_Material02
			{
				texture assets/models/converted/blenderND/textures/0t_SPEC.jpg
				tex_coord_set 0
				tex_address_mode wrap wrap wrap
				colour_op modulate
			}

			texture_unit Normal_blenderND_Material03
			{
				texture assets/models/converted/blenderND/textures/0t_NRM.jpg
				tex_coord_set 0
				tex_address_mode wrap wrap wrap
				colour_op modulate
			}
		}
	}
}

all textures as diff  in .blend, .obj, fbx, 3ds
in .dae notextured


3d design as a hobby
blender, 3ds max, GTA San Andreas Modmaker, YTP Maker

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#6 8-Feb-2015 23:05:35

arkeon
Admin. / Scol language & OpenSpace3D developer
From: Nantes
Registered: 30-Mar-2009
Posts: 4,486
Website

Re: from blender to OS3D - without textures

yes I've planned to manage shader generator in the 3D engine.

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#7 9-Feb-2015 02:44:31

hebdemnobad
Member
From: northamerica
Registered: 20-Apr-2011
Posts: 1,477
Website

Re: from blender to OS3D - without textures

i use diffuse and normal maps for opengl display while modeling and animating in blender, then use blender2ogre, then i use the ogrecommandline tools for ogre 1.9 (arkeon are those on redmine? ogre3d still has 1.7.2 command line tools linked to their homepage, why, idk)  to convert the .mesh and .skeleton to mesh.xml and skeleton.xml, the convert back to binary, using the .hlsl and .material that i posted the the wiki 3(?"!) years ago (the shader i use uses greyscale for specular and alpha, and it has a quirk or two)

http://www.ogre3d.org/tikiwiki/tiki-ind … e%20Shader

btw a great shader library is distributed by the realextend people...i tried to get their shaders to work in os3d a couple of years ago but didn't figure it out.

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