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OMG just what i was looking for cheers Theli!
should be stickied imo.
Basically you want to add a texture to the mesh with an "image" texture type. Once you have added your texture then you'll want to apply the texture by going to the UV/Image Editor Window.Nice. It works pretty well!
Googling stuff about blender isn't informative enough for me. I have no idea how to apply textures. >.>
Last edited by XC33D; 01-24-2010 at 12:36 AM.
Here I'm left wondering if he meant sine...
You'll want to have a split window adjustment, to make things easier leave the left window in 3d View and put the right one in the UV/Image Editor like so: (Example)
Then inside the UV/Image Editor you want to apply the texture file, by clicking the arrows beside the UV's tab here and then selecting your texture that you have added: (Example)
Now if you go into texture mode you should see the texture applied.
Already been doing the split screen thing. (it's a wonder I figured that one out >.>)
Thanks for the tip!
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umm, If I wanted to create my own hero would I have to rework an already made character into my own or is there a way to create one from scratch.
I get errors when exporting my test model. :/ Is this because I am using quads and not tri's ?
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If you are using blender just select everything and hit ctrl+t while in edit mode and now you have everything in triangles.
Any chance of a version for 3ds max users? I know there's an exporter already out, but it'd be nice to be able to bind our meshes to S2's skeletons.
So learn 2 blender? You can always export your 3ds mesh to a standard file format, then use blender to bind it to an imported skeleton with animations.
@theli: Once you're done with the exporter script, think you could make your importer loop a bit and auto-import all the animations?
thx!If you are using blender just select everything and hit ctrl+t while in edit mode and now you have everything in triangles.
Succesfully imported my model. Extremely tiny and not rigged but atleast I can confirm this works perfectly. :P
Edit: Size fixed via hero.entity, model scale. Is there any other way to adjust scale? Sorry for noob question.
Last edited by XC33D; 01-24-2010 at 11:19 PM.
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Ofcourse you can directly scale the model in blender via Skey.
Just import one of the HoN models and look how big they are and scale your model to same size.
Also great job on the importer/exporter.
Got myself to learn some blender thanks to you theli
Already got my little model ready.
Now it needs just a little uv mapping and texturing.
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A question came to my mind when looking at that blocky scout. Do the LODs get imported/exported also?
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wow, thats just what i was hoping for, thank you THAT much, theli!