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Glm Exporter Blender 2.78


Ilya

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Hello guys :3 

 

So I finally did my own custom model for JKA. Unfortunatly I have two problems:

 

1.https://jkhub.org/images/ygagqFb.png 

As soon as I get hit my an lightsaber, the game gives this error. 

 

2. The model has lightning issues. It looks...pretty blocky. I think it happens because I am not able to smoothen my model.

 

Well, if I dont split ALL edges in blender I will get this error "UV seams found. Split meshes at UV seams". I am probably just to stupid to understand what the exporter wants from me. "Split meshes at UV seams"?! I mean I tried to make it use only one connected UV map, but it wont accept that. Well if I split ALL edges, I will get a vert-count of 15000 instead of 3000. I just need somehow a tutorial of how I can avoid this splitting in order to smoothen the faces and reduce the vert count.

 

Thanks in advance, I look forward to your help <3

 

(PS: I tried to export my model in 3ds via importing it first as fbx, but the exporter gave me the error "Something went wrong")

 

EDIT: I tried it with the 3ds GLM exporter again, now is Modview giving an error, saying, that I 0 bones....I am sure that I have a skeleton...

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You certainly don't want to split all edges, that will give you way to many vertices (hence the error) and split edges don't get smooth lighting.

 

There's a manual in the plugin zip, if you haven't read that, take a look, it might explain the splitting. Basically when you look at your UV map there's gonna be cuts in it to flatten the model without overlaps - these must be replicated in the mesh, too.

 

It's an annoying requirement and a better plugin would do it automatically...

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You certainly don't want to split all edges, that will give you way to many vertices (hence the error) and split edges don't get smooth lighting.

 

There's a manual in the plugin zip, if you haven't read that, take a look, it might explain the splitting. Basically when you look at your UV map there's gonna be cuts in it to flatten the model without overlaps - these must be replicated in the mesh, too.

 

It's an annoying requirement and a better plugin would do it automatically...

Okay thanks for the hint :3 I will see what I can do

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