04-01-2013, 03:30 PM
Pages: 1 2
04-01-2013, 03:42 PM
I think you have to import it into the model editor and then save it as a .ent file from there. Not 100% sure though...
04-01-2013, 03:45 PM
(04-01-2013, 03:42 PM)Tigerwub Wrote: [ -> ]I think you have to import it into the model editor and then save it as a .ent file from there. Not 100% sure though...Okey, I did that, and know it crashes the game..
Edit: it dont appear in the model editor.
04-01-2013, 03:47 PM
Please post some pictures of your lantern in your 3D modeling program, tell us it's "Tris" count, whether it has a material assigned to it, and answer this question to if the model is Triangulated.
04-01-2013, 03:50 PM
(04-01-2013, 03:47 PM)Rapture Wrote: [ -> ]Please post some pictures of your lantern in your 3D modeling program, tell us it's "Tris" count, whether it has a material assigned to it, and answer this question to if the model is Triangulated.I post pictures soon.
The other.. I dont understand a bit of that :p
04-01-2013, 04:13 PM
.ent is a format created by Frictional games for entities. Objects with certain feutures like doors, items and monsters.
You dont need it to be an .ent to be shown ingame, just the .dae should be fine.
Its when you want to add feutures to it you make it an ent and its not like those feutures assign themselfes automatically by saving it as an ent.
You need to do stuff like adding bodies and fooling with a bunch of settings to get it working.
I suggest you head over to the wiki for more information on the model editor, and that you also look at other entities for reference.
You triangulate a model by going into edit mode(tab) , hitting CTRL + F and selecting triangulate faces on the menu that appears.
You dont need it to be an .ent to be shown ingame, just the .dae should be fine.
Its when you want to add feutures to it you make it an ent and its not like those feutures assign themselfes automatically by saving it as an ent.
You need to do stuff like adding bodies and fooling with a bunch of settings to get it working.
I suggest you head over to the wiki for more information on the model editor, and that you also look at other entities for reference.
(04-01-2013, 03:50 PM)grissinis Wrote: [ -> ]oh hey I can see you model is not triangulated since the amount of faces and tris is not the same as you can see in the top of the screen. if you had it triangulated tris and face count should be the same.(04-01-2013, 03:47 PM)Rapture Wrote: [ -> ]Please post some pictures of your lantern in your 3D modeling program, tell us it's "Tris" count, whether it has a material assigned to it, and answer this question to if the model is Triangulated.I post pictures soon.
The other.. I dont understand a bit of that :p
You triangulate a model by going into edit mode(tab) , hitting CTRL + F and selecting triangulate faces on the menu that appears.
04-01-2013, 04:24 PM
[/quote]
oh hey I can see you model is not triangulated since the amount of faces and tris is not the same as you can see in the top of the screen. if you had it triangulated tris and face count should be the same.
You triangulate a model by going into edit mode(tab) , hitting CTRL + F and selecting triangulate faces on the menu that appears.
[/quote]
So it's needs to. Be triangulate to work?
oh hey I can see you model is not triangulated since the amount of faces and tris is not the same as you can see in the top of the screen. if you had it triangulated tris and face count should be the same.
You triangulate a model by going into edit mode(tab) , hitting CTRL + F and selecting triangulate faces on the menu that appears.
[/quote]
So it's needs to. Be triangulate to work?
04-01-2013, 04:33 PM
Yes, that's an important step.
04-01-2013, 04:38 PM
(04-01-2013, 04:33 PM)Statyk Wrote: [ -> ]Yes, that's an important step.
I will try it later, thanks
04-01-2013, 06:07 PM
(04-01-2013, 04:33 PM)Statyk Wrote: [ -> ]Yes, that's an important step.I did that, still dont show up in the model editor
ive done it, but when i save it and then open it, it's like before i did the triangulate, why dont it save that?
Pages: 1 2