|Barry Cox (unknown)||01.01.2013 08:45|
I bought the video tutorials for Farming Simulator 2013 (FS2013). Those provide a nice basic introduction to mapping and modding for the game. Now I want to go to the next level.
What's the best way to export an object from the FS2013 main map in the Giants Editor (GE) and then get that into Blender so I can see better how things work and get a clearer idea how to make my own mods? I exported one of the camping trailers from the sceneGraph, but when I get it into Blender, I can't see it except in edit mode, and it just doesn't seem right (looks like a wireframe UV map). So I also tried again this time using the Lizard ATV mod, first importing it's i3D into GE, then exporting that from GE into OBJ, and that's better. At least I can see a 3D model in Blender but it doesn't look quite like what you see in GE. It's also off-axis from the default Blender cube. Am I doing something wrong? Are there any plans for a direct i3D importer for Blender? Any advice you can supply will be greatly appreciated!
Thank you in advance!!
|Jeffrey Stanyer (milpol)||08.03.2013 09:34|
|If you have your Blender scale set to 1.000 and measurement set to Metric, once you import the OBJ file into Blender you need to adjust the XY and Z axis scale in the Transform Menu from 1.000 to 0.010 for each axis.
You need to do this for every Mesh object imported but you can delete the Mesh objects like Collison Boxes if you want.
|Gh Portefait (unknown)||09.04.2013 19:08|
|I just trieed
I exported from GE (5.0.1)
I cannot import into blender (2.66a)
I have an error :
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender\2.66\scripts\addons\io_scene_obj\__init__.py", line 167, in execute
return import_obj.load(self, context, **keywords)
File "C:\Program Files\Blender Foundation\Blender\2.66\scripts\addons\io_scene_obj\import_obj.py", line 1138, in load
File "C:\Program Files\Blender Foundation\Blender\2.66\scripts\addons\io_scene_obj\import_obj.py", line 650, in create_mesh
blender_tface.uv1 = verts_tex[face_vert_tex_indices]
IndexError: list index out of range
location: <unknown location>:-1
The parsing stage and loading stage went Ok it is the building geometry phase that failed ...
I had 19081 vertices in this files 18149 faces One material
Was the export tested with this version ?
I am really stuck here I hope someone can help
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