Civitar
Adventurer
How do I get the textures into blender? My elf archer is imported from nb2 and he's black at first like your Zulu example, but when I do what you did to display the textures mine just turns white.
OK, I managed to get the texture to display in blender, but now when I bake the texture following letter-by-letter the tutorial, I get a black texture file with white patches in the shape of the pieces of the UV mapping. What I cannot understand is the fact that this has worked for other models, like a Chaos Marauder or Direwolf.
I take back the part about not wanting you to do it for me Ekmek. As long as that elf gets uploaded to civfanatics with archer animations and the correct textures I don't care.
I need to have one mesh on the elf so that I can do Ekmek's Bone Weight Copying. Unless you know how to make one mesh have a texture from multiple .dds files, yes, I need to bake the texture.
OMG, I think Blender hates me. It doesn't matter what I do, my textures always are either all white or all black.
Could one of the modellers here please bake the texture for me in the blend file I attached and then after baking the texture attach a blend file of the model with a baked texture and one mesh?
[B]Traceback <most recent call last>:
File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\export_br2.py", line 126, in saveBR2
if not parentArmOb.name in modelMeshes:
AttributeError: 'NoneType' object has no attribute 'name'[/B]
Blender definitely hates me. Using the black-and-white "baked" texture for the archer as a layer mask I was able to make a texture from the original fyrdwell textures that displayed correctly in Blender. And, of course, now the .br2 export acts up again. I go to export .br2 and get the doggone-near eternal Python script error: check console. I don't just get that error when exporting the elf, but when exporting nearly ALL units now.
I've attached a zip containing two blend files of the joined mesh with the working UV texture, one with a skeleton and one without. If it helps, the Python window that opens with Blender always gives this error (not only when working on the elf, but whenever I try to export .br2 and fail):
Code:[B]Traceback <most recent call last>: File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\export_br2.py", line 126, in saveBR2 if not parentArmOb.name in modelMeshes: AttributeError: 'NoneType' object has no attribute 'name'[/B]
In case that helps anyone...
I managed the export to BR2 by doing as you said, and now I'm wondering, shouldn't the skeleton (or whatever the dotted lines with big lumps on them are) be deleted before export?
Actually it's the opposite - you need both a skeleton and a mesh that is fully rigged to it via vertex groups in order to export to BR2. If you are only intending to use Overwrite Meshes from BR2 in Nexus Buddy 2 then only the mesh data will be used, but you still need both the skeleton and mesh to be there for the export to work.