Making An Imager

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Making An Imager

Postby Justintime9 » Fri May 31, 2013 7:53 am

I believe people have done this before... probably a lot of scripting though. Is it possible to make an imager that looks exactly like the ones in Bevin? I don't plan on making it public, that is, anyone can post stuff on it. So basically like all the imagers in URUCC. So perhaps that would be easier.
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Re: Making An Imager

Postby Christopher » Fri May 31, 2013 12:02 pm

IIRC Cyan uses a python file called xSimpleImager.py ... But I am not sure how to use it.

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Re: Making An Imager

Postby Karkadann » Fri May 31, 2013 2:02 pm

Kaelisebonrai might know,. He uses blender and I believe he has some of those imagers working in Kaelis' Pub Office. Its an age you might be intersected in, you can get some idea of what he has working.
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Re: Making An Imager

Postby Justintime9 » Tue Jun 04, 2013 6:37 am

Ah yes, I do remember his imagers. But before I move on to any scripting I'll need to find the Imager mesh and it's textures. I got the meshes into my age, But regarding the textures, I seem to remember there was a program that did that... not PlasmaShop, but something similar that dealt with textures. Anyone know what I'm talking about?

Edit: Wasn't that PRP Explorer? Is that still around?
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Re: Making An Imager

Postby dendwaler » Tue Jun 04, 2013 8:03 am

I think you Myst a post of GPNMilano.(her post 1066 contains the link to the new importer)
http://forum.guildofwriters.org/viewtopic.php?f=7&t=6107

This rivised importer does also import the textures.

From within Blender you can save all the textures being inside the UV editor.
Also you get an impression of several settings as they are done by Cyan.

If you have imported an age , you don't see it immediately .
2 Reasons for that.

First it is far out of center!

Second , you have to go to the outliner first to chose the correct scenery!
In the outliner you see several different scenes.
Now chose one of those and open it.
Then you see the objects, the content of the scene immediately inside the outliner.
If you activate one object in the outliner and then press on your numirical keypad the " /" you will have a close view of the chosen object immediately.
If you go back and zoom out your view a lot , then you will see very small the scene.
Zoom into that point and its done.

Now save this blendfile again with a proper name and you can open it inside 2.49B instead of 2.45.


The new importer is great.
In a later post of the same thread i summed up what you need besides that importer.
I hope this helps you.
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



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Re: Making An Imager

Postby tachzusamm » Tue Jun 04, 2013 2:15 pm

dendwaler wrote:From within Blender you can save all the textures being inside the UV editor.

No need to do that. All imported textures are already saved in a subfolder called "TMP_Textures" in the game's "dat" directory.

By the way, you could also try Riveal ;)
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Re: Making An Imager

Postby Justintime9 » Thu Jun 06, 2013 7:18 am

Thanks guys. Riveal worked the best. (Though I'm having some trouble figuring out which textures exactly were used for the Imager. I tried exporting my age with the (untextured) Imager in it, but it keeps saying it doesn't have any material, and won't export. I deleted the vertex groups, I made sure UV was checked in MapInput, and added new materials, but it keeps giving me the same error... :P
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