Well, i decided that coursework is boring and i needed a small break. So you may be happy to see this You need to give your mesh a material in your 3d modeling software. You dont need to do anything fancy with it. In blender all you have to do is click the add material button. I had all the vehicle files in a folder called Box001 inside the vehicles folder. I renamed the 3d model to Box001.dae Just extract the attached zip file to your vehicles folder and your model should load just like shown in the image.
I pose a rather broad question or two if I may? I've been wishing to put my models in game. (Of which over the course of about 9-10 years I've made HUNDREDS of vehicles.) So my question is. What is an acceptable poly/vertex limit for this engine to handle? Sadly most of my models are anywhere between 250k - 1.5million. (I made some insanely high poly cars)
I think the base number people aim for is something like 50-75k tris. Tris are more important to performance than polies. There is of course variation to account for bigger vs smaller vehicles. Within that, you need all the running gear etc too so gradually you find the cars aren't that high poly, but they don't need to be. You can open the default games .dae files to have a look at the poly density for yourself of course. Your high poly models should be very useful for baking normals from.
Hello everyone. I'm newbie in modding. My first step was in Blender, now I'm know something about it. I made "corvette" grid After implement it in game it looks like this It's got flat. How to do it correctly in blender? Should I start modeling from the beggining? / edit: solved I will not give up. I made squares with mesh: I got a punch in the face again. Log: Reset scale etc. with CTRL+A didnt fix it. I made 3rd project. New clear blender window, everything step by step with forum tutorial. FLEXBODY ERROR on mesh Cube VY node not found. --------------------------------------------------------------------- It took me two days, finally I did it. If somebody has this problem; you need to rebuild your model in blender, set max 2 crossed edges on face and remove doubles. Now mesh is in correct position and it is destructible. Can somebody explain to me, how to center wheel mesh? How to do it?
How do i add interior lights, like signals, parking breake light, high beams, etc.. Please help. i really need this
In Blender, try selecting the wheel and applying the rotation, location, and scale. You can either search in the toolbar for the function or you can use the hotkey. I don't know where it is in the toolbar but the hotkey is "Ctrl+A." See what that does for the visual mesh in-game.