Or if im just doing somethign blatantly wrong it'd be tops if someone informed me. LithUnwrap was great but my Trial ver wouldn't let me save as a pic so I could edit it, if you know another good UV mapping program that I can actually get results out of for free that'd be great. How to get my copy of the textures mapped onto it is where I'm stuck. If you open from the folder with all of the textures extracted, it makes it easier to import In blender- Go to: File-Import. After saving that as a BMP or whatever and filling it in w/ Photoshop, I saved it as a bmp and imported it back into wings, and then, I'm stuck. I can use Wings' UV Editor to cut up the model and get some nice looking maps, Then I can close/save those UV settings, then open Wings' Outliner (which is a list of objects Wings is using for this project) and use that to export the map I made as BMP, which is always for some reason called 'diffuse'. Exporting and importing 3d files for FlightGear can involve using the bundled '3dconvert', although it does not have to, given there are a number of. Mainly what I'm stuck doing is getting BMP's I've made in photoshop and putting them onto my Models in Wings. In FlightGear, a utility called '3dconvert' is bundled with the source (Windows binary available here ), which has the ability to convert a number of 3d file formats. I'm only new to Modelling, the extent of my knowledge is bits an pieces of the Wings 3D manual, messing around in Wings, and reading these forums, So I diddn't quite catch onto a lot of what you said. Thanks Nazgul, but your reply kind of confused me. You'd still need Metasequoia LE (leave checked join closed vertices, and invert uv, if you see texture appear weird once in metasequoia) or LithUnwrap to convert to x file, if you need so. Put the Converted XML file into your Avorion ships folder: appdata/Avorion/ships/ You might want to rename the XML file too at this point if you like NOTE: It has been said that you might need to edit the XML with notepad and remove any ,5 sizes because Avorion cannot handle fractions. Though I see Ultimate Unwrap yet several times more powerful for uv mapping for games, but true that most esential stuff could be done already with Wings's autouv. You need to use previously Autouv (if you say it's easier for you, you already know how to use it) to uv map the model, do the proccess and save and put texture. Open up Wings3D and select 'File > Import > StereoLithography (.stl)' from the top menu. You can also use 3ds, but is a worse format for technical reasons. In Wings there are 2 ways to import an image You can either import it via the file menu, after which itll only show up in the outliner window. Just "export".as OBJ.It does exports uv info in the file. I don my imports safely now, but involved knowledge.Įxporting is easier. The configuration file describes what material each sm model mesh uses, and some other parameters. Importing objects into Wings is likely to bring you problems. The cfg file name must match the name of the sm file, and it must be in the same folder. obj together (you can drag and point them into unity). For best result import everything immediately. The configuration file with the extension. So let me help you with it - All textures of your project MUST be in the same folder where exported file is. basicly, the model should have not deleted faces (holes), inverted faces, open meshes (a closed mesh would be one which you can't see its interior: wings does not understand imports with isolated faces in space, one side only faces.) It's quite tricky. It is possible to import a model from the obj format (look below). Then you need to make sure that your options match this screen.ĮDIT: You will need to reload (import) the object back into Wings 3D to do the UV mapping.Importing objects into Wings is likely to bring you problems. When exporting OBJ files from Wings 3D you need to select the options by clicking on the highlighted section in this image. It would help if you dropped the kiddie arrogance and actually posted some constructive help. It happens beause of the exporter's need to triangulate shit before exporting it it just doesnt accept some types of surfaces, smoothing normaly solves it but if you want to low poly everything you should design everything with that in mind Has anyone had this problem and if so haver you been able to solve it ? a sloped section of hull at one side of the ship is vertical in Oolite whereas in wings it is sloping. Once I incorporate the model in to Oolite however their is a section of the ship which is different to the wings model I.e. Shipbuilder wrote:I have created a ship model in Wings 3D which looks fine.
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