A group dedicated to indie and standalone game development.

Post tutorial Report RSS HD Video Tutorial - Importing Models

Learn how to export a model from Blender to Overgrowth.

Posted by on - 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

Comments
moci
moci

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...

Reply Good karma Bad karma+3 votes
Silverfisk Author
Silverfisk

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. :)

Reply Good karma+3 votes
hannibaldinski
hannibaldinski

very nice tut! Keep it up :D

Reply Good karma Bad karma+4 votes
bikkebakke
bikkebakke

gimp <3

Reply Good karma Bad karma+2 votes
fameless.face
fameless.face

This made me hungry.

Reply Good karma Bad karma+5 votes
doomstagg
doomstagg

yay opeth.

Reply Good karma Bad karma+2 votes
sebi3110
sebi3110

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!

Reply Good karma Bad karma+1 vote
Silverfisk Author
Silverfisk

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. :)

Reply Good karma+3 votes
MarcusM
MarcusM

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

Reply Good karma Bad karma+2 votes
Torabi
Torabi

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

Reply Good karma Bad karma+2 votes
Silverfisk Author
Silverfisk

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.

Reply Good karma+3 votes
Martini-562
Martini-562

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.

Reply Good karma Bad karma+3 votes
ariehl
ariehl

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...

Reply Good karma Bad karma+3 votes
Tha_14
Tha_14

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

Reply Good karma Bad karma+2 votes
RangerC
RangerC

thats why one of my friends learns Blender ;)

Reply Good karma Bad karma+1 vote
ninma
ninma

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

Reply Good karma Bad karma+1 vote
Silverfisk Author
Silverfisk

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.

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Established
Privacy
Public
Subscription
Open to all members
Contact
Send Message
Membership
Join group
Group watch
Follow
Tutorial
Browse
Tutorials
Report
Report
Share
Related Games
Overgrowth
Overgrowth Adventure
Related Engines
Phoenix Engine
Phoenix Engine Commercial
Related Groups
Indie Devs
Indie Devs Hobbies & Interests
Level Design Group
Level Design Group Hobbies & Interests
The Human Pond
The Human Pond Hobbies & Interests
Wolfire Games
Wolfire Games Developer & Publisher