The insanely simple blender tutorial for Lugaru modders
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- official Wolfire heckler
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I need the exact exception text in order to help you.Nuky wrote:Java's giving me the main exception error thingie. =(
It's all in the same directory. No spaces, and thus no need for quotes. Need more java? D=
Guessing: Did you type
java -cp . X2Solid LOLMYMODEL.x
when you were in the directory where X2Solid.class is in
- or did you let out the -cp . part?
- or did you type that in a different directory?
- and the path to your model was incorrect?
The -cp . part is necessary for people who don't have ./ in their PATH variable.
It is generally recommended to use the Drag-n-Drop-bat if you're a Windows user, because that implicates you're braindead and the only way you can get programs to work is with your mouse. Proven many times. Don't argue.
The .x exporter in blender does not triangulate.Makrond wrote:Odd... that works.
I have an interesting question: does the .x exporter triangulate meshes before export? Because if not that may be the problem...
EDIT: Huh... nope, that's not it...
I don't get it... it's made entirely of triangulated quads - even the point at the tip is a very small quad...
Awesome, found a free file hosting site...
Here is the .blend... maybe you can tell me where I went wrong...
From your .blend file, I'd say the part where the blade goes into the handle is the problem, I can't fix that though.
It seems to me you modeled by subdividing and then extruding. Unfortunately, that leads to problems. Subdividing is not recommended, it only works in specific cases.
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- official Wolfire heckler
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Can't really say what went wrong there.. There are subtleties to valid mesh structures I haven't found out yet, it seems.
I approximated your mesh with less cubes, but it still crashes. Could be that it's the blade, but at this point, I have no clue.
I made quite a few test meshes in the last week and they all worked unless I broke the rules.. Weird.
I approximated your mesh with less cubes, but it still crashes. Could be that it's the blade, but at this point, I have no clue.
I made quite a few test meshes in the last week and they all worked unless I broke the rules.. Weird.
I did try the bat file, too. Same result. I guess it's just me lacking permissions on this **** school 'puter.
Code: Select all
C:\Programfiler\Lugaru\Data\Models>java -cp . X2Solid guard.x
Importing guard.x:
Parsing guard.x ...
Collecting and converting mesh data ...
Exception in thread "main" java.lang.NullPointerException
at Direct3DImport.importFile(X2Solid.java:37)
at X2Solid.go(X2Solid.java:863)
at X2Solid.main(X2Solid.java:853)
But I did. o_o But confusing stuff happened, even if I followed your (well-written, eye-opening, un-scaring) tutorial (which made silly blender suddenly make so much more sense [and clever]).
I guess I'll have to try again.
Edit: By the way. I managed to do something silly. User view has some kind of perspective clipping going on. I accidentally dragged some kind of box across the viewport, and everything but what was inside that and along the camera's z axis disappeared. What is that?
I guess I'll have to try again.
Edit: By the way. I managed to do something silly. User view has some kind of perspective clipping going on. I accidentally dragged some kind of box across the viewport, and everything but what was inside that and along the camera's z axis disappeared. What is that?
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About my tutorial: That's just the simplest and most reliable way of making stuff for Lugaru. A slightly more risky, but certainly more powerful way of doing things is extruding cube faces, as discussed previously.
You should also distinguish between modeling for Lugaru and modeling in general. Blender should be used in other ways than I described to get to good models.
For example, you should refer to the builtin procedural materials to get good renderings.
And it's not a good idea to join cubes all the time because you're wasting polygons and potentially introduce rendering anomalies.
I don't know about the clipping issue you described.
If you're talking about the camera perspective, the clipping parameters can be adjusted in the editing buttons view (F9) when the camera is selected.
If you're talking about whether or not you can see through objects, try pressing Z, Shift-Z, Alt-Z to go through different material representations.
What I also failed to mention is that shortkeys are context-sensitive, meaning that the mouse has to be in the appropriate window for it.
All shortkeys I was talking about refer to the 3D view.
You should also distinguish between modeling for Lugaru and modeling in general. Blender should be used in other ways than I described to get to good models.
For example, you should refer to the builtin procedural materials to get good renderings.
And it's not a good idea to join cubes all the time because you're wasting polygons and potentially introduce rendering anomalies.
I don't know about the clipping issue you described.
If you're talking about the camera perspective, the clipping parameters can be adjusted in the editing buttons view (F9) when the camera is selected.
If you're talking about whether or not you can see through objects, try pressing Z, Shift-Z, Alt-Z to go through different material representations.
What I also failed to mention is that shortkeys are context-sensitive, meaning that the mouse has to be in the appropriate window for it.
All shortkeys I was talking about refer to the 3D view.
Of course. I'm familiar-ish with 3d, but not blender.rudel_ic wrote:About my tutorial: That's just the simplest and most reliable way of making stuff for Lugaru. (...)
You should also distinguish between modeling for Lugaru and modeling in general. Blender should be used in other ways than I described to get to good models. (...)
Modes (context-sensitivity) I also know of; and despite them being useful, I do, in a Human-Computer Interface-ly way, despise the concept.
I think it's a feature, not an issue. What I meant is that, of the whole, joined, object, I can only see a small part, kind of like a penetrating keyhole or something. What's outside the "selection" is invisible in that viewport.rudel_ic wrote: I don't know about the clipping issue you described.
If you're talking about the camera perspective, the clipping parameters can be adjusted in the editing buttons view (F9) when the camera is selected. (... etc)