Hi!
I haven't been here in the ProMods forum for a long time. Well, that does not matter.
I wanted to ask how can I export from Blender? I picked up a french sign, switched to my atlas and UV-mapped it. The sign is done (and I have changed it's name). However, when I try to export it, I always get the .pim files (which is the file extension used in Blender Tools, but not in the game) or, if I go down and select it to create the mod (to convert the .pim files to .pmd, .pmg and such) my mod folder has nothing inside it.
Help with exporting from Blender
- NewCoolMapper
- Posts: 358
- Joined: 23 Jun 2018 20:28
- Location: Lisbon, Portugal
Lead developer of the project of Portugal 1:8
After I export something:
- I go to my base_exp folder and select all 3 exported files.
- Then I move them to an empty folder on my desktop
- Then in Blender, I add this folder using the "+" button and then click on CONVERT CUSTOM PATHS
- Then I go to my "conversion tools" folder, which is in Downloads in my case (C:\Users\Wojtek\Downloads\conversion_tools_2_6)
- Then to "rsrc" folder and sort by "Date modified". This way, my latest converted project is on the top of the list of folders
- So then I open this folder, which will be named "linked_bt_95c355bd6ae2ff6d1f8455c921b13ad187b08a92" (digits and letters are random)
- Inside, there'll be 2 folders: @cache and @dep
- Open @cache and your game-ready files will be there, ready to be packed and placed in the "mod" folder
It all sounds as long and complex instructions, but it takes seconds when you're used to it.
- I go to my base_exp folder and select all 3 exported files.
- Then I move them to an empty folder on my desktop
- Then in Blender, I add this folder using the "+" button and then click on CONVERT CUSTOM PATHS
- Then I go to my "conversion tools" folder, which is in Downloads in my case (C:\Users\Wojtek\Downloads\conversion_tools_2_6)
- Then to "rsrc" folder and sort by "Date modified". This way, my latest converted project is on the top of the list of folders
- So then I open this folder, which will be named "linked_bt_95c355bd6ae2ff6d1f8455c921b13ad187b08a92" (digits and letters are random)
- Inside, there'll be 2 folders: @cache and @dep
- Open @cache and your game-ready files will be there, ready to be packed and placed in the "mod" folder
It all sounds as long and complex instructions, but it takes seconds when you're used to it.
Currently working on: various stuff
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- NewCoolMapper
- Posts: 358
- Joined: 23 Jun 2018 20:28
- Location: Lisbon, Portugal
Got it Voytek! I think this topic can be closed and huge thanks!
Lead developer of the project of Portugal 1:8
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