![]() |
Motorcycle in Zmodeler - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11) +--- Thread: Motorcycle in Zmodeler (/showthread.php?tid=1433) Pages:
1
2
|
Motorcycle in Zmodeler - asasinuxp - 01-30-2011 I have a motorcycle in Zmodeler.How I can convert the motorcycle in Vdrift?I think in this way:export in 3ds,import in Blender,export to Vdrift format.Can somebody help me to convert this motorcycle?Some tips?The bike is an Aprilia. - NaN - 01-30-2011 Use one of the existing cars as a template! Try to import/export them into blender. Scripts http://svn.vdrift.net/viewvc.cgi/trunk/tools/?root=VDrift+Art . You'll need to put export-joe.py, import-joe.py, vdrift.py into .blender\scripts directory. 1. Get the model into Blender. 2. Export meshes using export_joe script. 3. Adjust the template config file to your mesh/texture naming as you see fit. 4. You'll have to be somewhat creative about the wheels. There have to be four of them. Warning! The wiki http://wiki.vdrift.net/Creating_cars is outdated, have to update it to reflect the latest changes. - NaN - 01-30-2011 By the way. I think it would be cool to have a .car import/export script for car setup in blender. Will put it on my task list. - asasinuxp - 01-30-2011 This is the motorcycle exported: http://fisierulmeu.ro/23BBY0MEUUZ5/aprilia-vdrift-zip.html I did everyting ok?(doesn't include car definition file) Using this models,the textures can be added in game? Before export,wheels needs to be at 0,0,0? - NaN - 01-30-2011 You've got multiple textures. You need to export one mesh per texture. One mesh for the bodywork, another one for the frame+engine ... - NaN - 01-30-2011 Quote:Before export,wheels needs to be at 0,0,0?Yes, the wheel meshes have to be placed at 0,0,0. - asasinuxp - 01-30-2011 NaN Wrote:You need to export one mesh per texture. One mesh for the bodywork, another one for the frame+engine ...And how to do this?Can you give me some tutorials?I'm beginner. - NaN - 01-30-2011 Can you upload the 3ds or blender file. They must contain multiple meshes. One way would be to select a mesh, invert selection, delete selected, export the remaining mesh. - asasinuxp - 01-30-2011 This is the .blend file: http://fisierulmeu.ro/23EOAI36NXQN/aprilia-blend.html - NaN - 01-30-2011 You've got multiple materials per mesh. Select the material in edit mode, invert selection, delete, switch to object mode, export, repeat for each material. http://wiki.blender.org/index.php/Doc:Manual/Materials/Multiple_Materials ![]() - asasinuxp - 01-30-2011 I've exported each individual part: http://fisierulmeu.ro/23V9ETEAHX0P/aprilia-vdrift-zip.html I did something wrong? If no,what's next? - NaN - 01-30-2011 You still have a single body.joe. Please read my previous post about materials. You should be able to extract at least the windscreen, bodywork, engine, chain and eventually dashboard meshes from the body mesh(speed_Material#2) by going through the materials. - asasinuxp - 01-31-2011 NaN Wrote:windscreen, bodywork, engine, chain and eventually dashboard meshes from the body mesh(speed_Material#2) by going through the materials.http://fisierulmeu.ro/23K9UEEOGLM4/aprilia-vdrift-zip.html - NaN - 01-31-2011 Nice. Now figure out which textures belong to which mesh and save the textures as png(bodywork.joe => bodywork.png). a80ad899.tga is bodywork I think. As next step copy an existing car folder and copy your meshes into it and start replacing the mesh and texture entries in the car file. Try to create a four wheel bike first using your meshes and textures. Code: [wheel.fl.tire] - asasinuxp - 01-31-2011 Ok,and with wheels what I do?At wheels I have 3 textures.I will make 3 models? |