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Exporting From Blender 2.8 object shiny

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CategoryBlender Exporter
Created24.04.2020 01:54


Waldemar Jasiak (Kazunake) 24.04.2020 01:54
Hi Guys
I am new here and new to creating mods.
So I have model of the house I create my self in blender all looks good until I export it to Giant editor, I am saving file as i3d then import to Editor and bum come up so shine like glass and I have no idea how to fix that. When I delete all texture and normal an object looks like glass and not sure why is that happening. for sure I am doing something wrong but what :P.

Thanks for helping me :)

David Zadnik (DzInLa) 24.04.2020 15:28
Watch this video.
https://youtu.be/f0_w5kW3cXw


Waldemar Jasiak (Kazunake) 27.04.2020 12:17
Thanks @David Zadnik
I must say this is more complicated then I was thinking but I have find my own way to sort that out. This video is working when You using standard texture from shaders but I am using my own texture and when I use game shaders then change all my model so instead of using shader I have don gloss map and Emissive map (not sure if done them right way) once I apply them in GDN I just press X to delete them and texture stop to be shine. it is bit strange because I am back to diffuse and normal map only byt is not shiny anymore :P

David Zadnik (DzInLa) 27.04.2020 15:59
Be sure to save you edit .i3d file as binary before edit with notepad++.
What I do when editing a GIANTS model is open the original .i3d file with notepad++. With the .i3d edited file open in a separate window I can copy an paste FILES & MATERIALS from the original to the edit.

Waldemar Jasiak (Kazunake) 28.04.2020 03:18
I am doing new map so every building I export as .i3d then open apply all of the maps and texture and export with files in the same spot where the texture are ( in main map/texture/folder ) and seems to work when I import to map .i3d file .

What is hanging that binary ?

Ill will need to look in to xml of house where You can sleep so one of the building I can use for it :P



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