Custom Items in Blender:
Note: If you know all the basics of making models in blender you can skip to part6 or part7
Note2: Images still have to be added and part8 still has to be made.
Why would you make weapon in blender instead of just using 3ds Max? The answer is simple.
Blender is 100% free for use and easy to use and learn. There are allot of tutorials on it also.
Video tutorial (no voice recorded)
[Comming Soon]
1. Requirements:
1.
2.
3.
4.
You should have all of these installed!
2. Instalation of plugins:
Export "ASE251" anywhere
Open blender
Go to 'file' and 'user preferences...'
This should open:
Go to addons.
A list should appear..
In the bottom left there is a button: "Install from file...", Click it.
Browse for your exporter and click 'OK'
Now the plgin should show up in the list, click the checkmark.
and i would now prefer to click "Save as default"
3. Custom Items in Blender:
The first you will see on blender is: a camera, an object, and a lamp.
this is the standart layout.
to remove something right click on it.
press 'x' or 'delete' and click 'ok' or press 'back/enter' key.
do this with everything you see.
to rotate your view use your middlemouse (click).
At the left of your 3d (edit)section you will find your "object tools" bar. You will find some basic tools like duplicate (copy), scale, delete...
At the buttom you will find the "animation bar". We wont use it for movement! Just to change modes.
At the right you find the most important toolbar, more about that later.
These are some keys you may use allot:
E - Extrude
A - (De-)Select all
R - Rotate
G - Move
S - Scale
U - UV tools
B - Select Box
1 - Front view (crtl = invert)
3 - Side view (crtl = invert)
7 - Top view (crtl = invert)
5 - Change view to orthographic or perspective
4. into Modeling:
If you everything correct your 3d edit screen should be empty.
for to the top left of your screen. click "add" -> "Mesh" -> "Cylinder"
Now press 1 and than press 5
You should now see the object from front view in orthographic view.
ontop of the animation bar there is a button with "object view" and next to it a little sphere image.
click on "object mode" and change it into "Edit mode"
change the sphere into "wireframe"
zoom out a little bit by scrolling down
This is what you should see now:
press 'a' to select everything
press 'g', than press 'z', type -4
press 'a' to de-select all
press 'b' and select the top verts
press 'g', 'z' and type 7
press a to select everything again:
s (Scale) 0.8 (.8) and enter
this is a perfect handel
select the tops verts again and press 'e' (extrude) 'z' (if it isen't allready), type 36/37.
this is a good size for a blade.
select the top of you blade and 's' (scale) 'y', now you can eather 0 or 0.15. You will not see this change. Thats ok.
Press crtl+r, move your move over your blade side now.. a purple line should appear horizontaly.
click now. only one time, if you move your move the line will follow, move the line down close to the handel.
press 's' to scale the line you just made by .4 or .5.
Here is a view from the side:
The sword MODEL is done.
you could add more details but i wont do that in this tut..
5: Uv/Textures:
Ths is more important than the model.
if you have a nice texture and a bad model it may look 'ok' still.
5.1: How to add textures:
in the top corner of the 3d edit screen you see this:
drag it to your model and a new window should show up.
in the animation bar you will find this:
change it to "uv/image editor"
now we can get back to the first screen
Go into edit mode if you aren't yet, select all (a) the lines/verts(verts = dots you see).
press 1 and 5 again. just to make sure.
press u, this will open the "uv mapping" options.
In this case you can use: "unwrap from view"
something like this will appear in the second screen
Scale it. [must be selected all (a)]
Open your Image editor and make a file of max 512x512. remember that it must be a .bmp image.
And i would suggest to save it under the name of the weapon you edit. (For example itWS226.bmp)
Nooby:
You can collor it in anything you like.
Save the image somewhere.
_____
Nooby2:
Take an image from the internet.
_____
Advanced:
Go to the "UV/image editor" in blender and in the animation ba there should be an option named:
UVs, click on it and "Export UV layout"
save it
Go to your image editor and place it in the first layer, make a second layer and make a nice texture there.
Remove the first layer and save the image.
_____
Now go back to blender and into the "UV/Image editor" there should be a button in the animation bar: Image, click on it and "open" your image.
IF the grid you made before deformed you should fit it correct with your texture.
If you would change the "wireframe" to "textured" will the texture show up from the uv.
If this works your model is ALMOST ready to export!
6. Adding materials:
At the right bar in blender there are some 'special options' like: Modefiers, Materials, Textures and more.
We will just add a Material (and later on a texture for the inventory image).
Make sure you selected your model (ONLY your model, no lamps and/or cameras!)!
Go into the right material toolbar, there should be an icon like this:
Just add one. Not edit it at all for now.
If you did everything good you can now export without any errors.
Now go to the last part for exporting and testing the weapon out in game.
7. Inventory images:
Comming Soon.
8. Exporting and Testing:
Select your model, go to the top left of blender.
Click file, Export, If you did everything right in the beginning there should be an option: "AscII Scene exporter" do that. now be carefull, the size of the weapon is good allready so in the export screen on the left button there are options.
Set them like this:
If you think its ready for use, its not. got to the location you saved the .ASE and open it in notpad.
The first part will look like this, OR IT WILL BE SIMILAR:
You must edit some LITTLE things.
First of all find the Material tab:
In this tab there is something called:
The second line is this sub-tab (*MAP_DIFFUSE {) Must be *MAP_CLASS "Bitmap" , just to be sure you used a bmp file.
In the Fifth line is set to *BITMAP "None" atm. This is not what you want. Set it to where the .BMP texture is but include the name.
For example:
Now you can save the .ASE you just edited.
Rename the file to the same you named your texture.
You can now put the files in the "image\Sinimage\Items\Dropitem" Folder. Replace the old files. (I recoment to save a backup)
Start the game and see how it works out. if you have any problems feel free to reply or PM me.
Credits go to ME for creating the full tut.
Note: If you know all the basics of making models in blender you can skip to part6 or part7
Note2: Images still have to be added and part8 still has to be made.
Why would you make weapon in blender instead of just using 3ds Max? The answer is simple.
Blender is 100% free for use and easy to use and learn. There are allot of tutorials on it also.
Video tutorial (no voice recorded)
[Comming Soon]
1. Requirements:
1.
You must be registered to see links
2.
You must be registered to see links
3.
You must be registered to see links
4.
You must be registered to see links
or
You must be registered to see links
or
You must be registered to see links
You should have all of these installed!
2. Instalation of plugins:
Export "ASE251" anywhere
Open blender
Go to 'file' and 'user preferences...'
This should open:
Go to addons.
A list should appear..
In the bottom left there is a button: "Install from file...", Click it.
Browse for your exporter and click 'OK'
Now the plgin should show up in the list, click the checkmark.
and i would now prefer to click "Save as default"
3. Custom Items in Blender:
The first you will see on blender is: a camera, an object, and a lamp.
this is the standart layout.
to remove something right click on it.
press 'x' or 'delete' and click 'ok' or press 'back/enter' key.
do this with everything you see.
to rotate your view use your middlemouse (click).
At the left of your 3d (edit)section you will find your "object tools" bar. You will find some basic tools like duplicate (copy), scale, delete...
You must be registered to see links
At the buttom you will find the "animation bar". We wont use it for movement! Just to change modes.
You must be registered to see links
At the right you find the most important toolbar, more about that later.
You must be registered to see links
These are some keys you may use allot:
E - Extrude
A - (De-)Select all
R - Rotate
G - Move
S - Scale
U - UV tools
B - Select Box
1 - Front view (crtl = invert)
3 - Side view (crtl = invert)
7 - Top view (crtl = invert)
5 - Change view to orthographic or perspective
4. into Modeling:
If you everything correct your 3d edit screen should be empty.
for to the top left of your screen. click "add" -> "Mesh" -> "Cylinder"
Now press 1 and than press 5
You should now see the object from front view in orthographic view.
ontop of the animation bar there is a button with "object view" and next to it a little sphere image.
click on "object mode" and change it into "Edit mode"
change the sphere into "wireframe"
You must be registered to see links
zoom out a little bit by scrolling down
This is what you should see now:
press 'a' to select everything
You must be registered to see links
press 'g', than press 'z', type -4
You must be registered to see links
press 'a' to de-select all
You must be registered to see links
press 'b' and select the top verts
You must be registered to see links
press 'g', 'z' and type 7
You must be registered to see links
press a to select everything again:
s (Scale) 0.8 (.8) and enter
You must be registered to see links
this is a perfect handel
select the tops verts again and press 'e' (extrude) 'z' (if it isen't allready), type 36/37.
this is a good size for a blade.
You must be registered to see links
select the top of you blade and 's' (scale) 'y', now you can eather 0 or 0.15. You will not see this change. Thats ok.
Press crtl+r, move your move over your blade side now.. a purple line should appear horizontaly.
click now. only one time, if you move your move the line will follow, move the line down close to the handel.
You must be registered to see links
You must be registered to see links
press 's' to scale the line you just made by .4 or .5.
Here is a view from the side:
You must be registered to see links
The sword MODEL is done.
you could add more details but i wont do that in this tut..
5: Uv/Textures:
Ths is more important than the model.
if you have a nice texture and a bad model it may look 'ok' still.
5.1: How to add textures:
in the top corner of the 3d edit screen you see this:
drag it to your model and a new window should show up.
in the animation bar you will find this:
change it to "uv/image editor"
now we can get back to the first screen
Go into edit mode if you aren't yet, select all (a) the lines/verts(verts = dots you see).
press 1 and 5 again. just to make sure.
press u, this will open the "uv mapping" options.
In this case you can use: "unwrap from view"
something like this will appear in the second screen
Scale it. [must be selected all (a)]
Open your Image editor and make a file of max 512x512. remember that it must be a .bmp image.
And i would suggest to save it under the name of the weapon you edit. (For example itWS226.bmp)
Nooby:
You can collor it in anything you like.
Save the image somewhere.
_____
Nooby2:
Take an image from the internet.
_____
Advanced:
Go to the "UV/image editor" in blender and in the animation ba there should be an option named:
UVs, click on it and "Export UV layout"
save it
Go to your image editor and place it in the first layer, make a second layer and make a nice texture there.
Remove the first layer and save the image.
_____
Now go back to blender and into the "UV/Image editor" there should be a button in the animation bar: Image, click on it and "open" your image.
IF the grid you made before deformed you should fit it correct with your texture.
If you would change the "wireframe" to "textured" will the texture show up from the uv.
If this works your model is ALMOST ready to export!
6. Adding materials:
At the right bar in blender there are some 'special options' like: Modefiers, Materials, Textures and more.
We will just add a Material (and later on a texture for the inventory image).
Make sure you selected your model (ONLY your model, no lamps and/or cameras!)!
Go into the right material toolbar, there should be an icon like this:
Just add one. Not edit it at all for now.
If you did everything good you can now export without any errors.
Now go to the last part for exporting and testing the weapon out in game.
7. Inventory images:
Comming Soon.
8. Exporting and Testing:
Select your model, go to the top left of blender.
Click file, Export, If you did everything right in the beginning there should be an option: "AscII Scene exporter" do that. now be carefull, the size of the weapon is good allready so in the export screen on the left button there are options.
Set them like this:
If you think its ready for use, its not. got to the location you saved the .ASE and open it in notpad.
The first part will look like this, OR IT WILL BE SIMILAR:
*3DSMAX_ASCIIEXPORT 200
*COMMENT "Ascii Scene Exporter v2.51"
*SCENE {
*SCENE_FILENAME ""
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFxRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "Material"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 0.8000 0.8000 0.8000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 0.0978
*MATERIAL_SHINESTRENGTH 0.5000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Cooktorr
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "default"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "None"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*COMMENT "Ascii Scene Exporter v2.51"
*SCENE {
*SCENE_FILENAME ""
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFxRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "Material"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 0.8000 0.8000 0.8000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 0.0978
*MATERIAL_SHINESTRENGTH 0.5000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Cooktorr
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "default"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "None"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
First of all find the Material tab:
Code:
*MATERIAL_LIST {
In this tab there is something called:
Code:
*MAP_DIFFUSE {
In the Fifth line is set to *BITMAP "None" atm. This is not what you want. Set it to where the .BMP texture is but include the name.
For example:
Code:
*BITMAP "C:\Textures\TutorialWeapon\itWS226.BMP"
Now you can save the .ASE you just edited.
Rename the file to the same you named your texture.
If your texture is named "itWS226.BMP" your .ASE (model) must be named itWS226.ASE
Start the game and see how it works out. if you have any problems feel free to reply or PM me.
Credits go to ME for creating the full tut.
Attachments
You must be registered for see attachments list
Last edited: