Can someone point me in the direction for documents for creating assets

AntonyVW

Active member
As the title says. Can anyone point me to info on building my own assets please? Ive done it before (long time ago), using Blender, but its been a long time. Im loooking for info on scale, LODs and import/export.

Thanks
Antony
 
Note this is old, you'll need blender 2.79b to use this method. These days if you're starting from scratch I'd go blender 3 or 4 whatever the latest version is and export with .fbx format.

Cheerio John
 
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go read the Popouts in the First set of Sections that i listed it has all the steps to create content all the way up to Putting it in game if YOU JUST READ IT LIKE YOUR SUPPOSED TO, ARE YOU BLIND? sorry to sound standoffish but if i have to get my point across that is how i will do it!
I assume the OP wants to create thinks like wagons and buildings for TS19 and above.. To do that is fairly simple, create the mesh then UV texture it, next export the .fbx file. I haven't found it laid out in such a way anywhere. I note from your extensive DLS content you haven't either, all your content seems to be .im format.

Cheerio John
 
Thanks guys for the suggestions.
Several years ago I created a signalbox for my own use using the .im format. I had guessed things had changed a bit since then but was not sure how much. My current setup for Blender is versionn 4.3. Its been a while since I did any real 3d modeling, but that is something I can improve with more practice. Im guessing that for scale to build at 1:1. As for the export/import, thats where I guessed the biggest changes would be.
 
Thanks guys for the suggestions.
Several years ago I created a signalbox for my own use using the .im format. I had guessed things had changed a bit since then but was not sure how much. My current setup for Blender is versionn 4.3. Its been a while since I did any real 3d modeling, but that is something I can improve with more practice. Im guessing that for scale to build at 1:1. As for the export/import, thats where I guessed the biggest changes would be.
For exporting from Blender in fbx format have a look at ... https://online.ts2009.com/mediaWiki/index.php/HowTo/Export_from_Blender_using_FBX
 
But that one involves PBR textures which are more complicated than UV mapped traditional textures. It should be possible to export using conventional textures.

Cheerio John
It's not complicated at all, just different and a pbr material can be easier as it does not require you to bake normals or ambient occlusion.
 
It's not complicated at all, just different and a pbr material can be easier as it does not require you to bake normals or ambient occlusion.
Using 2.79b and .im files I must confess that in having created the odd thousand assets I have never baked my normals or done anything with ambient occlusion as far as I know.

Cheerio John
 
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