Call of Duty: Blender to COD: Difference between revisions
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* [http://www.blender.org/ Blender 2.5 or later] (from 2.62 on there's no more limitation in material name length if importing from OBJ!) | * [http://www.blender.org/ Blender 2.5 or later] (from 2.62 on there's no more limitation in material name length if importing from OBJ!) | ||
* [http://code.google.com/p/blender-cod/ CoDEmanX's Blender plugin (BlenderCoD)] | * [http://code.google.com/p/blender-cod/ CoDEmanX's Blender plugin (BlenderCoD)] - More info: [[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender]] | ||
= Notes = | = Notes = |
Revision as of 23:42, 13 April 2012
This tutorial assumes that you already know how to create, compile & create GSCs,CSVs & FastFiles for your maps
By Irishstorm
Whats needed
- Blender 2.5 or later (from 2.62 on there's no more limitation in material name length if importing from OBJ!)
- CoDEmanX's Blender plugin (BlenderCoD) - More info: Create Models with Blender
Notes
- There's no need to do "Quads to Tris" before export, the addon will triangulate everything automatically!
- Texture doesn't matter, it gets written to export file but Asset Manager ignores it
- If you change to the "Scripting" view in Blender, in the upper part you find a log window. Scroll down before exporting to see when it's finished (green entry showing the time it took)
- You may run Blender from console (cmd) if you experience problems, the addon may print some info and warnings
The video
<videoflash>NDPLThWllu0</videoflash>
German video
<videoflash>FGJbwyKTGAI</videoflash>
By MrSchulzi1996 for CoD2.
{{#TwitterFBLike:|small}}