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Learn how to export a model from Blender to Overgrowth.

Posted by Silverfisk on Jan 7th, 2011
Basic Props Modelling.

Rundown
First we download Blender, then we create a simple model, make it smooth and unwrap it. Then we make a simple texture for the model and create the xml file that we later load in the game to spawn the object.


Links

Blender: Blender.org
blank_normal.png: Media.moddb.com
donut.xml: Pastebin.com

Steam Group: Steamcommunity.com

Post comment Comments
moci
moci Jan 7 2011, 1:00pm says:

Dang... that's a pretty smooth workflow. So if you were to "save" the map and load it back up it would still be there?

Maybe I should start taking advantage of my pre-order...

+3 votes     reply to comment
Silverfisk
Silverfisk Jan 7 2011, 2:32pm replied:

Yeah, the workflow is much better than what I'm used to (Source engine). You can save it and load it up again and send it to other people or whatever you want. :)

+3 votes     reply to comment
hannibaldinski
hannibaldinski Jan 7 2011, 1:08pm says:

very nice tut! Keep it up :D

+4 votes     reply to comment
bikkebakke
bikkebakke Jan 7 2011, 1:23pm says:

gimp <3

+2 votes     reply to comment
leon.ladisic
leon.ladisic Jan 7 2011, 2:30pm says:

This made me hungry.

+5 votes     reply to comment
doomstagg
doomstagg Jan 7 2011, 3:56pm says:

yay opeth.

+2 votes     reply to comment
sebi3110
sebi3110 Jan 7 2011, 4:27pm says:

Isn't it a bit weird that you define the spec level by adjusting the diffuse oppacity?!

The complete workflow is abit circuitous, but it's your own engine so I don't really care :)
Just hope that you will implement common workflow like from Cry Engine 2 ;)

Keep the vids coming!

+1 vote     reply to comment
Silverfisk
Silverfisk Jan 8 2011, 12:15pm replied:

I actually think it's pretty easy changing the spec in alpha channel, but since that doesn't work as it should in Gimp, David has said that he's going to perhaps change that in the future to use a separate picture to define the spec.

And it's actually not my engine, I'm just a fan of Wolfire Games. :)

+3 votes     reply to comment
MarcusM
MarcusM Jan 7 2011, 4:33pm says:

Awesome job mate. Keep it up.
I really love how simple it is.

+2 votes     reply to comment
Torabi
Torabi Jan 7 2011, 4:46pm says:

I assume that it does not have any form of collision box? Still, great tutorial.

+2 votes     reply to comment
Silverfisk
Silverfisk Jan 8 2011, 12:16pm replied:

By default it uses the mesh as collision, but that was changed recently, so now you can use another object for collision if you want to.

+3 votes     reply to comment
Martini-562
Martini-562 Jan 7 2011, 5:48pm says:

That looks cool, very simple workflow. It however seems as if it doesn't matter where the objects are located as long as they are located within the main Overgrowth folder or one of it's subfolders. Whilst this allows for everyone that uses the engine to lay out the data the way they want it, I can foresee huge a huge mess in Overgrowth folders due to a lack set pipeline rules.

+3 votes     reply to comment
ariehl
ariehl Jan 8 2011, 11:31am replied:

There has been some proposed guidelines for how and where custom material and assets live, so hopefully when the game is fully released, people will start to follow those techniques...

+3 votes     reply to comment
Tha_14
Tha_14 Jan 8 2011, 12:17pm says:

Very Good.
You helped a lot people i see.
Good job. :)

+2 votes     reply to comment
RangerC
RangerC Feb 2 2011, 3:29pm says:

thats why one of my friends learns Blender ;)

+1 vote     reply to comment
ninma
ninma Mar 19 2011, 7:48am says:

does the normal map only work for the donut thing or does it work for anything?

+1 vote     reply to comment
Silverfisk
Silverfisk Apr 27 2012, 8:24am replied:

It works for anything. Ideally you'd want a normal map that's tailored for the object you're creating, but if you don't need a normal map or can't create on for any reason you can just use the blank normal map.

+1 vote     reply to comment
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