Game Editing > 3D Modeling & Content Creation

Block Primitives instead of Planes

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ellisgl:
So I've created some simple items in SketchUp, exported the file as a COLLADA file, imported them into blender, converted faces to quad then export as a Qauke Map. The problem I'm having is that it's not exporting as "block primitives" and exporting as planes. Having 6 polys for a single block is annoying to work with. How do I get around this issue?

kat:
That sounds like you've not 'Rem Doubled' the mesh before export. You need to make sure you do this otherwise yes, it'll export a series of panels rather than blocks. In Edit mode, select a face and move it, if it moves independent of other faces around it then you know it's detached and you need to Select All and "Remove Doubles". Have a read through of this if you've not already done so - making a simple map in Blender. Also, make sure your 'blocks' are all closed (solid and without any wholes) meshes otherwise those too will export as panels.

ellisgl:
The remove doubles work on my cube, but I have a hexagonal column that isn't wanting to play well. I can't find any "holes" in the columns. http://houseofellis.net/misc/netfire.blend

kat:
OK.. yeah, you can't really make objects like that and have them export correctly out from Blender. First your hex shapes are relatively small, second they're off-grid and third they're rotated at slight angles. All that adds up to the problems you're having because the *.map format doesn't have the accuracy you need to represent those types of objects as brush volumes.

So... when you make that in SketchUp or you import it into Blender you're going to need to make quite a few adjustments to make sure it conforms to what the format needs - make sure the hex is on-grid and rotated properly to suit (this means the major sides must align to the grid).

If none of that works, export the mesh as a model. By the way, it's suggested you use the reference blocks, your table is a little small and using the scale value could be a bit tricky to use due to the objects non-scaled size.

Table in Blender


Resulting brushwork in GtkRadiant

ellisgl:
Thanks for the info. I found this link that might help others out too. http://www.maximumpc.com/article/howtos/howto_make_left_4_dead_map_google_sketchup?page=0,4

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