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Modeling - lamp, lightning & others

Posted: Wed May 11, 2016 12:22 am
by THOM
I have a problem concerning models - and I am brand new to modeling.

I altered a model that was broken. After exporting it from blender (as an .obj) I had to load it into GMT, flip it about 180 degrees and shift it a bit to have it placed at the same spot than before (the model is bigger than the usual 3x3 meters of a tile). Then I exported it as a LoG2.model.

Now when I load it into the game there is some strange lightning effect on the model. It looks as if it would be lit from the ground it stands on.

Obvoiusly I have mixed up something with the lamp in blender or something. But even if I delete the lamp there before exporting the model, I have that result.

Can anyone help me please, what I am doing wrong??

Re: Modeling - lamp and lightning

Posted: Wed May 11, 2016 12:56 am
by minmay
It would be easier to use the Blender plugin so you don't have to go through any intermediate formats. Anyway, the problem is your scale. The cumulative scale of the mesh (scale of the mesh multiplied by scale of its parent multiplied by scale of its parent etc.) should be negative on all axes in Blender, or the model won't light correctly in Grimrock and the normals will be on the wrong side. If unwrapping the mesh in edit mode (press U, U, Ctrl-Z) gives you the warning "Object has negative scale..." then the scale is correct to export as a Grimrock model. If you don't get that message then it isn't.

Re: Modeling - lamp and lightning

Posted: Thu May 12, 2016 11:40 am
by THOM
Well, I have installed the bitcpy plugin but after exporting the model it's meterial turned out to be mixed up a lot. Maybe because of the uncorect scales. Anyway - because of that I used the exporting routine that I've seen at Skuggasveinns tutorials.

You gave me the advise to set the cumulative scale of the mesh to negative numbers. Well, fine. But how to do this??

Re: Modeling - lamp and lightning

Posted: Thu May 12, 2016 4:16 pm
by Isaac
Also... If it's the same as it was... The btcpy script requires Blender version version 2.71 :?

Re: Modeling - lamp and lightning

Posted: Sat Jun 04, 2016 12:50 am
by THOM
I am still not finished with this.

Therefore blender is still new for me I don't know how to set the scale of my mesh to negative numbers. Seems to be simple or not a big thing but I cannot find out how to do that.

BTW: I am using now Blender 2.71 and the btcpy script.

Re: Modeling - lamp and lightning

Posted: Sat Jun 04, 2016 12:57 am
by Skuggasveinn
pm me a link to the model and I will take a look.
This can be scale, can be normals, can be dirty mesh, best to have a look.

Re: Modeling - lamp and lightning

Posted: Tue Jun 07, 2016 12:09 pm
by THOM
Meanwhile Skuggasveinn was so kind to help me with that silly model. This is now solved. :D

But I have another model that is insane big. Probably it has too many details. Is there a (simple) way to reduce the size of a model?

Re: Modeling - lamp and lightning

Posted: Tue Jun 07, 2016 3:25 pm
by Isaac
If you mean density of the mesh, then you can try the "Decimate" modifier to have Blender dynamically rebuild your mesh using less and less faces. The modifier gives you three methods of polygon reduction to try.
Image

It helps to see what the modifier is doing, if you put a check mark in Object//Display//Wire and Draw All.
Image

*Of course, Decimate usually [inherently] ruins any careful layout that the polygons may have had before.

Re: Modeling - lamp and lightning & others

Posted: Wed Jun 29, 2016 5:33 pm
by THOM
I have a weired problem.
Probably it's not so weired but therfore I'm still not a close friend to Blender it is weired for me...

I have a model and I rearranged the size and/or array of it's material. Now it looks good in Blender and also in the GMT - but not in the game itself:

Image

Image

What happend here??

Re: Modeling - lamp, lightning & others

Posted: Mon Jul 04, 2016 11:58 pm
by THOM
Sorry for bumbing myself up. - But I still do not know how to handle this...

Strange enough I realised a few more times that the look of models and/or textures in the game differs from how they appear in Blender oder GMT. Often (or always?) if they are imported/converted from other model-filetypes.

Modeling seems to be much more complicate than I hoped.