Fable: The Lost Chapters Mod Scene
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Re: Blender problems [message #60810 is a reply to message #60809] Sun, 19 December 2010 21:49 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Bloody Nose wrote on Sun, 19 December 2010 23:40

Thats what LOD's do..
Level of detail. Basically, the mesh gets less and less detailed the farther away the Hero is from it to save GPU power to keep the game running smoother.
Bloody Nose wrote on Sun, 19 December 2010 23:40

is there anyway I could create a model by combining two models in blender? Shocked That was also causing an error message.
Mmm, no. Well, yes and no. For Hero clothing for use by the Hero specifically, you could do it within FE by editing the clothing's CAppearanceModifierDef. It is what determines which meshes are added to and removed from the Hero when he wears a particular clothing item.

For creatures and NPCs, it's better to mix and match as best you can in the CCreatureDef, because when the mesh is exported, it is converted to DirectX and loses a lot of its data, including dynamic cloth which is really what makes the mesh look good, not to mention skinweights which I assume has something to do with the conversions from Lionhead's custom floats that they used because they suck at everything.

For weapons, yea, you'd have to do that in a 3D modeling package like Blender.
 
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