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Posted: Fri May 25, 2007 9:00 pm
by zany_001
i dont think theres one thats sraight compatible,u need a converter
Posted: Fri May 25, 2007 9:48 pm
by paradoxnj
MakerOfGames wrote:Blender exports its .blend files into about 20 file formats from the get go, and Im sure there is one that is compatible with RF.
Not a single one that is directly compatible. Converters will be necessary.
Posted: Sat May 26, 2007 11:54 pm
by Voltare
Short answer-----No.And why use that thing in the first place?
Long answer-----yes, but you have to get lithunwrap(free from here, comes with the rf download) and some way to make sure the vertices of your model are welded and turned right( this IS a problem with blender-created models----they'll be turned sideways sometimes upon .3ds export.
).
For all the round about ways of doing things in Blender, one could buy milkshape, and save a heck of a lot of frustration.
Posted: Sun May 27, 2007 1:40 am
by Spyrewolf
actually blender can be used for RF, and it does a nice job to, blender doesn't export directly to the .bdy or the .mot that we need but it can export to .3ds which RF supports, the UV's are fine and i haven't had problems with the welding either,
the sideway thing can be corrected by Rf itself in the playersetup entity, you can have your player upside down if you really want.
IMO blender is great because it has all tools in one area with milkshape i need Ultimate unwrap, ect. ect to bring things upto speed andit can take awile jumping from program to program. i need to make impressive models quickly and without fuss, the downside is it is awfull to learn you'll want to pull your hair out, and im still not sold on the interface, but its not too bad and is growing on me the more i use it. but if you persivere it's acutally very good.
the newer versions as of late allow you to scult similarly to mudbox, or zbrush (albeit not as good though) being able to bake normals is a plus as well.
and the best part is it's free and open source. perfect for this community need.
i could go on and plug blend all day but IMO it's all about what your comfy with really.
Posted: Sun May 27, 2007 2:32 am
by Voltare
any gui replacers yet for blender?until then, i ain't touchin the thing again.
Posted: Mon May 28, 2007 4:20 am
by zany_001
the UI isnt too bad,it grows on u if u use it a lot.i dont know if its different,youll have to check,since i dont know wat version u had wen u saw its UI.
Posted: Tue May 29, 2007 5:29 am
by Voltare
2.40, when they miniaturized everything into a tiny box in the center of the bottom.And removed what i consider was blender's greatest feature, it's decimate button/tool.( only program i've seen that can decimate a high-poly .lws model, and have it look right.)
prove to me that blender is good.make a decent model with it, get it into Rf.Then i may consider using it.Right after I redo that danged idiotface it has.
Posted: Tue May 29, 2007 6:08 am
by zany_001
idiot face?and do u want a character or any model,or a gun?
Posted: Tue May 29, 2007 8:26 pm
by Voltare
character.with animations.i can do a gun in blender.......(idiotface=interface, heh.)
Posted: Wed May 30, 2007 2:08 am
by zany_001
ahh.k i could do a character,but im not good at faces yet,and im werking 4 mallek,so hed have to give permission b4 i can stop work on his project,and start on a character.
Posted: Wed May 30, 2007 4:48 am
by BigFish
The the best of my knowledge, Actor Studio does NOT have .3ds support! Only .max support. By the way, Blender can export .mot files, which Actor Studio can open, but that's only for the animation. Right now, the best option for Blender users is to use Gmax or TrueSpace as a bridge to RF. I might be willing to
try to make an export script though, if someone could give me the file format to .bdy, .act, or .nfo. If someone did, it could also help any other Python programmers that wanted to help too.

Posted: Wed May 30, 2007 5:28 am
by zany_001
QoD would know probably.QoD could you also put that info on the python topic on the blenderartists forum on my post asking 4 help there,cos one guy might help if he has more info.
Posted: Wed May 30, 2007 9:17 am
by Voltare
it's not the right .mot file!it's lws's .mot file that blender opens, not genesis3d's.
Posted: Wed May 30, 2007 9:20 am
by zany_001
isnt that illegal?and i thought itd b a bit odd to have mot but not bdy.it'll b a while b4 i have anything 2 show,cos i can only modell on satday.