Difference between revisions of "IWTE - Settlements in Blender"
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==Heirachy System== | ==Heirachy System== | ||
World objects are exported as 'children' with a notional box representing the complex acting as 'parent'. To clear the view of the parent boxes in Blender, hold shift and select all the complexes in the Outliner. Hover mouse over main screen and press '''Ctrl I''' to select inverse, and '''Shift H''' to hide unselected. | World objects are exported as 'children' with a notional box representing the complex acting as 'parent'. To clear the view of the parent boxes in Blender, hold shift and select all the complexes in the Outliner. Hover mouse over main screen and press '''Ctrl I''' to select inverse, and '''Shift H''' to hide unselected. | ||
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+ | World objects with multiple groups are exported with the Group0 as the parent for any subsequent groups. To create new multi-group objects follow the same procedure and make the undamaged version the parent. | ||
+ | |||
+ | World structures are not presented separately. They are reformed on import back to the .world by separating the objects that use the same texture within a complex into the separate structures. | ||
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+ | ==Useful Shortcuts (Blender Defaults)== | ||
+ | *Select Inverse - Ctrl I | ||
+ | *Select All - A | ||
+ | *Select Children - Ctrl G | ||
+ | *Hide Unselected - Shift H | ||
+ | *Hide Selected - H | ||
+ | *Unhide All - Alt H | ||
+ | *Parent Dialogue - Ctrl P |
Revision as of 09:31, 27 June 2020
WIP page for next IWTE release which will support Blender.
Tips and instructions for working with M2TW battle map buildings via IWTE and Blender 2.8
Export and Import
The .world contents are exported using .dae format which can be opened by 'Import' in Blender as standard, .dae files can also be imported into 3dsmax but the IWTE team are not directly supporting use in max.
Heirachy System
World objects are exported as 'children' with a notional box representing the complex acting as 'parent'. To clear the view of the parent boxes in Blender, hold shift and select all the complexes in the Outliner. Hover mouse over main screen and press Ctrl I to select inverse, and Shift H to hide unselected.
World objects with multiple groups are exported with the Group0 as the parent for any subsequent groups. To create new multi-group objects follow the same procedure and make the undamaged version the parent.
World structures are not presented separately. They are reformed on import back to the .world by separating the objects that use the same texture within a complex into the separate structures.
Useful Shortcuts (Blender Defaults)
- Select Inverse - Ctrl I
- Select All - A
- Select Children - Ctrl G
- Hide Unselected - Shift H
- Hide Selected - H
- Unhide All - Alt H
- Parent Dialogue - Ctrl P