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Changes between Version 11 and Version 12 of content/tools/PlanetCreation


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Timestamp:
Dec 13, 2008, 1:37:41 PM (16 years ago)
Author:
runom
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  • content/tools/PlanetCreation

    v11 v12  
    1212
    1313||Press '''F9''' and '''TAB''' to get into edit mode. Click on Subdive in order to increase the vertex count, about 1538 vertexes should be enough||[[Image(subdivide.png)]]||
    14 ||Next make sure that your space cursor lies in the origin. If not, just press "SHIFT + C" to reset it.||[[Image(cursor.png)]]||
     14||Next make sure that your space cursor lies in the origin. If not, just press '''SHIFT + C''' to reset it.||[[Image(cursor.png)]]||
    1515||Click on '''To Sphere''', make sure it's on 100 and press ok.||[[Image(tosphere.png)]]||
    1616||Now we need to resize the sphere's radius to 1 so that the scaling in-game works properly. Make sure the whole sphere is selected and press '''S'''. Scale it so it has a radius of 1.||[[Image(resize.png)]]||
     
    2626
    2727||Go to the '''UV/Image Editor'''. Press '''ALT + N''' to make a new image. Make sure the settings look something like this. Of course, you can make the texture bigger or smaller but multiples of a 3:2 aspect ratio work best and leave you with the least distortions.||[[Image(newimagesett.png)]]||
    28 ||Your UV/Image Editor should now show something like this: ||[[Image(uveditnewimage.png)]]||
     28||Your '''UV/Image Editor''' should now show something like this: ||[[Image(uveditnewimage.png)]]||
    2929||Go back to the '''3D View''', switch to '''UV Face Select''' mode (only in Blender versions <2.46) , press '''U''' and click on '''Unwrap'''.||[[Image(faceselect.png)]]||
    30 ||The model will be unwrapped and the result in the UV/Image Editor should look like this: ||[[Image(unwrapped.2.png)]]||
     30||The model will be unwrapped and the result in the '''UV/Image Editor''' should look like this: ||[[Image(unwrapped.2.png)]]||
    3131||In order to get our texture into the game, we need to "bake" it, i.e. render the texture to an image. To do this, press '''F10''' and '''Bake'''. In the bake menu, click on '''Textures''' and '''BAKE''' to bake it.||[[Image(bake.png)]]||
    32 ||You'll hopefully end up with something like this in your '''UV/Image editor'''||[[Image(baked.png)]]||
     32||You'll hopefully end up with something like this in your '''UV/Image editor''': ||[[Image(baked.png)]]||
    3333||Press '''ALT + S''' to save the image. Make sure the filetype is set to '''Targa'''||[[Image(saveimage.png)]]||
    34 == 3rd Step ==
    35 In the next step we'll increase the vertexcount of the cube and map it to a sphere.
    36 
    37 You can download a template planet blend file here (you need the template.tga too):
    38  * ''[http://www.orxonox.net/attachment/wiki/PlanetCreation/planettemplate.blend?format=raw planettemplate.blend]''
    39  * ''[http://www.orxonox.net/attachment/wiki/PlanetCreation/template.tga?format=raw template.tga]''[[BR]]
    40 All you have to do is change the textures the way you want and bake them to a file.
    41 
    4234== 4th Step ==
    4335Exporting Meshes is explained properly in this wiki-article:
    4436https://www.orxonox.net/wiki/BlenderExport
     37
     38----
     39
     40You can download a template planet file here: [[BR]]
     41 * [http://www.orxonox.net/attachment/wiki/PlanetCreation/planetTemplate.blend?format=raw planetTemplate.blend][[BR]]
     42All you have to do is change the textures the way you want and bake them to a file.