Changes between Version 8 and Version 9 of Basic3DImplementation
- Timestamp:
- Jul 22, 2017, 10:39:42 PM (7 years ago)
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Basic3DImplementation
v8 v9 5 5 6 6 Your final result will look something like this:[[BR]][[BR]] 7 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/atlasfinal.gif)]]7 [[Image(atlasfinal.gif)]] 8 8 9 9 == Requirements == … … 84 84 Open the texture file in Gimp by going to File > Open... and then selecting the image downloaded from burningwell.org. Once opened the editing window should look like this:[[BR]] 85 85 86 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/textureopened.gif)]][[BR]]86 [[Image(textureopened.gif)]][[BR]] 87 87 88 88 * '''STEP 4 -''' Now we are going to resize the texture so that it is 128x128 pixels. To do this, go to '''Image > Scale Image''' and change the Height value to 128 pixels. Make sure the Height and Width dimensions are locked (this changes the width value to 171px) like in the image below:[[BR]] 89 89 90 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/texturescale.gif)]][[BR]]90 [[Image(texturescale.gif)]][[BR]] 91 91 Select 'Scale' button to perform the scale[[BR]] 92 92 93 93 * '''STEP 5 -''' We're now going to edit the canvas to make the texture 128x128. Go to '''Image > Canvas Size...''' and there change the Width to 128px. The Offset can also be set similar to how I've done it below:[[BR]] 94 94 95 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/texturecanvas.gif)]][[BR]]95 [[Image(texturecanvas.gif)]][[BR]] 96 96 97 97 Select 'Resize' button to perform the resize to 128x128[[BR]] … … 111 111 * '''STEP 2 -''' We're going to use the cube that appears by default in Blenders 3D View window:[[BR]] 112 112 113 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/blenderstart.gif)]][[BR]]113 [[Image(blenderstart.gif)]][[BR]] 114 114 115 115 The first thing we're therefore going to do is change from 'Object Mode' to 'Edit Mode':[[BR]] 116 116 117 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/blendereditmode.gif)]][[BR]]117 [[Image(blendereditmode.gif)]][[BR]] 118 118 119 119 * '''STEP 3 -''' Once in edit mode go to '''Mesh > UV Unwrap... > Unwrap''':[[BR]] 120 120 121 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/blenderuvunwrap.gif)]][[BR]]121 [[Image(blenderuvunwrap.gif)]][[BR]] 122 122 123 123 * '''STEP 4 -''' Surprisingly that's all we need to do in this very simple example. So now we can export the 3D model file by going back into 'Object Mode', selecting the cube, and going to '''File > Export > COLLADA (.dae)''':[[BR]] 124 124 125 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/blenderexport.gif)]][[BR]]125 [[Image(blenderexport.gif)]][[BR]] 126 126 127 127 * '''STEP 5 -''' In the export window that opens up, select 'Export only selected':[[BR]] 128 128 129 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/blenderselectedonly.gif)]][[BR]]129 [[Image(blenderselectedonly.gif)]][[BR]] 130 130 131 131 * '''STEP 6 -''' Change the filename to wrld_crate_test.dae and then click 'Export COLLADA':[[BR]] 132 132 133 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/blendersave.gif)]][[BR]]133 [[Image(blendersave.gif)]][[BR]] 134 134 135 135 * '''STEP 7 -''' Move the DAE file to the following location: `binaries\data\mods\public\art\meshes\props` (see [wiki:Mod_Layout mod layout] for details) … … 142 142 * '''STEP 1 -''' Run 0 A.D. and in the menu select '''Tools & Options > Scenario Editor''':[[BR]] 143 143 144 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/scenarioeditor.gif)]][[BR]]144 [[Image(scenarioeditor.gif)]][[BR]] 145 145 146 146 * '''STEP 2 -''' Select the [wiki:Atlas_Manual_Object_Tab Object tab]:[[BR]] 147 147 148 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/atlasobject.gif)]][[BR]]148 [[Image(atlasobject.gif)]][[BR]] 149 149 150 150 * '''STEP 3 -''' Select Actors(All) in the dropdown to view actor objects instead of [wiki:Entity entities] (that requires additional templating):[[BR]] 151 151 152 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/atlasactorsallt.gif)]][[BR]]152 [[Image(atlasactorsallt.gif)]][[BR]] 153 153 154 154 * '''STEP 4 -''' In the Filter field type 'crate_test' to find the actor file we created earlier:[[BR]] 155 155 156 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/atlasfilter.gif)]][[BR]]156 [[Image(atlasfilter.gif)]][[BR]] 157 157 158 158 * '''STEP 5 -''' Select the actor file in the list, and then click on 'Switch to Actor Viewer' to view the object in [wiki:Atlas_Manual_Object_Tab#TheActorViewer Actor Viewer]:[[BR]] 159 159 160 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/atlasactorviewer.gif)]][[BR]]160 [[Image(atlasactorviewer.gif)]][[BR]] 161 161 162 162 * '''STEP 6 -''' The finished object should look like this in Actor Viewer:[[BR]] 163 163 164 [[Image( http://i173.photobucket.com/albums/w73/purepics/0AD/atlasfinal.gif)]][[BR]]164 [[Image(atlasfinal.gif)]][[BR]] 165 165 166 166 == Common Exporting Errors ==