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is there a specific way to export from blender to sharpocarina?


Agnostic Priest
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I've tried to export from blender a few times now, every time I import objs from blender, it doesn't work. it appears it doesn't export materials properly.

 

heres how i go down. I use sketchup pros exporter to export my map.

 

i edit them in blender then export again.

 

sharp ocarina imports it. the collision appears when i load the file. but for some reason no textures. all black.

 

 

 

is there a specific way to export models from blender so they work properly in sharpocarina? or should I export to a different format, then use a different program to re-export to obj?

 

reason im asking is theres a pretty good variety of things i can do to the model in blender i can't do with sketchup. but the .obj exporter in blender has got to be the worst exporter i've ever seen. ever.

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The only thing I can think of is that you're exporting them twice...is there a reason you're editing it the second time around in blender? Something sketchup can't do?

 

I've had maps export into SO black before, and asked Xdan about it, this is what he told me:

 

 

The map appears black in SharpOcarina's preview, right? Hm, here two things come to mind: One being some problems SO had parsing an .obj model's material description file, the .mtl one. Try opening that one up in a text editor and replace all instances of "map_Kd" with "map_Ka" or vice-versa, then save and reopen it in SO. I seem to recall someone having that problem before, then me adding a kludge to get it working, which in turn resulted in importation errors, which is why I removed that code again.

 

Second thing might, again, be graphics card-related. SO might use some OpenGL extensions that your graphics chipset doesn't support, but I honestly can't remember exactly.

 

 

The only other advice is check that it's version 06.

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I may be completely wrong, but I think Blender handles UVs totally different than OoT does. If you've ever noticed while playing, textures on oddly shaped walls aren't mapped any differently than square walls, and end up stretching, or being cut off or something. So UV editing could be causing textures to break. As for normals, if you're talking about fixing it so collision isn't broken, then sketchup CAN do that, but if you're talking about something else, I have no idea what it is, so I'll just butt out :D 

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I'll try to help, step by step.
 
First let's test blender exporting on its own, with a simple mesh.
 
1) Add a plane: Add >> Mesh >> Plane;
2) Assign a Material: At the properties panel, go to the Material tab and click New; (This might be automatic, but to be sure, change the 3d view to Edit Mode and with the plane selected, click assign in the Material tab);
3) Scale it to a reasonable size:  in "Edit Mode" press S at the 3d view, then input 100, to scale x100;
4) Unwrap the UVmap: still in Edit Mode, press U and choose Unwrap;
5) Choose a texture: Change any panel to UV/Image Editor view. There, select Image >> Open Image and select any image within the OoT texture standards (.bmp images may not work, though) ;
6) Exporting: File >> Export >> Wavefront (.obj)
7) At the exporting options, check only 'Include Normals', 'Include UVs', 'Write Materials', 'Triangulate Faces' and 'Objects as OBJ Groups'
8) Try Importing with SharpOcarina.

This may help with importing and testing ingame maps, too: https://code.google.com/p/sods-blender-plugins/

 

If the problem is with Sketchup exporting only, please upload a .obj export for me to test in blender.

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