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I have a .obj model (exported from Tesseract itself via the /writeobj name command) and I would like to import it in my map. I know I have to make a CFG file for the map itself,, but what do I need to put in here? I tried objload C:\Users\david_000\Documents\My Games\Tesseract\N.obj, but that did not work. I also would like to import the textures of the model.
Last edited by DB1999 (2014-12-23 14:30:58)
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You need to mess around with it until it works. Its different depending on what you want to import. Just like with any engine.
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First you have to put the model into a new directory inside C:\Users\david_000\Documents\My Games\Tesseract\media\model\mapmodel\
and you have to write objload N.obj in the cfg file
textures:
objskin <mesh> <skin> <mask>
objbumpmap <mesh> <norm>
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@unnamed
I just tried that first part about importing the model, but it still gives me the error: not loading an obj.
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I guess you wrote objload into the .cfg file of the map. You have to create a .cfg file in directory of the model and write mapmodel <path> into the .cfg file of the map, e.g. mapmodel "nobiax/gaz_tank"
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So I have 2 config files. One in the map folder, and one in model/mapmodel folder (also where the N.obj file is). What has to be the name of the cfg file in the mapmodel folder? Do I have to add anything in the cfg file in the map folder?
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The .cfg file of the model must have the same name as the model format (in this case "obj.cfg").
You have to add the line
mapmodel <path>
to the .cfg file of the map.
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Sorry for not replying here for a while. I dis manage to import 2 models. When I put them into my world though, nothing appears (only a model marker that you have with every model you place).
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Do you get a error message (press F11)?
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No. I just see a little square with an arrow in the world (like with every model), but no actual model. This is what my files look like:
in the media/map folder (airfield.cfg):
mapmodel N.obj
mapmodel Touareg.obj
In the media/model/mapmodel folder (obj.cfg):
objload N.obj
objload Touareg.obj
Did I miss something important? Both models appear in the F3 list, (icon = blank), but the actual models don't appear.
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Anyone? Please?
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Well, if you could upload the file/folder, we could see if it's setup right ^^
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Here is a link. i removed map files and that stuff
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Well...... there's no textures on it, and the cfg has basically nothing .
Even if it was setup right, it would have a giant "error" texture all around it when you load in-game, so.... texture it! :)
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Okay. I got these files with the download. Where do I put them and what do I add in which CFG file?
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Please use .zip format instead of .rar.
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Here is a zip: http://www.mediafire.com/download/9842i … skin00.zip
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Are you really sure it's textured? I loaded it on wings3d with the textures provided, and there's basically no textures on it. Just lots and lots of meshes split.....
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No I'm not sure :/. And what if I use this model for example? It says it's textured.
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No I'm not sure :/. And what if I use this model for example? It says it's textured.
export it with object groups enabled,
and every piece of that will have to be skinned
EG: in you obj.cfg file
objskin parrtname yourtexture.jpg
objskin parrtname yourtexture.jpg
partname is the name of the mesh , door, wheel,.....
"
vt 0.5478 0.5707 1.0000
vt 0.5499 0.5713 1.0000
# 79 texture coords
g Bottom02 <<<<<<<<<<<here just Bottom02
usemtl 01___Default
s off
f 1/1 2/2 3/3
s 1
f 1/1 4/4 2/2
"
use notepad to open the exported obj file and look for the "g" there will be a name next to it.
should be several.
oh and if there are spaces in the name, fix it. the engine doesnt like that.
EDIT:
read this as well:
http://sauerbraten.org/docs/models.html#obj_format
Last edited by angjminer (2015-01-26 11:34:28)
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