(Designer)HENDRIX Posted May 31, 2018 Author Posted May 31, 2018 The key is in the type & size of the texture filter. Depending on the filter type your textures use, a smaller filter should give crisper results. See the blender docs for more info on the texture filters (scroll down): https://docs.blender.org/manual/en/dev/render/blender_render/textures/types/image/options.html
(Designer)Khaydar Posted June 7, 2018 Posted June 7, 2018 Does the method shown on your tutorial works with marine animals? I need apparently two sets of animation one for above and under surface.
(Designer)HENDRIX Posted June 7, 2018 Author Posted June 7, 2018 Yeah it does, but you will need to name the anims correctly. There are dedicated symbols used to mark surface, underwater and shadow anims, which are all explained in the instructions. For example, my sarcosuchus is tank compatible, and you can find a blend file for that in my signature, anim resources link.
(Designer)Khaydar Posted June 14, 2018 Posted June 14, 2018 By instructions you're refering to the video about rendering sprites to zt1, or something else?
Borsato Posted June 14, 2018 Posted June 14, 2018 HENDRIX refers to the github page were the tool is hosted. In the Readme.md are the instructions: https://github.com/HENDRIX-ZT2/ZT1-Sprites. Specifically, in the point number four: Only for water animals: There are 4 different special cases: surface (hide the underside), undersurface (hide the upperside), underwater (hide surface and shadow), shadow (hide the model itself). The scripts use a boolean modifier and other things to set everything up. All you have to do is label the animation names with + (for surface), - (for undersurface), * (for underwater) and # (for shadow). Land actions are not prefaced. 1
(Designer)Khaydar Posted June 14, 2018 Posted June 14, 2018 @BorsatoOhh, I see, the script makes everything automatically, and this is what the symbols do. Thanks this is very helpful, solved my problem. 1
(Designer)Khaydar Posted July 15, 2018 Posted July 15, 2018 When trying to convert a nif file to bfb, sometimes I have this error: AttributeError:'NoneType' object has no attribute 'data' Nif import didn't work Dag zero... not allowed to happen ID user decrement error: MAnoname <from' [Main]' >: 0<= 0
(Designer)HENDRIX Posted July 15, 2018 Author Posted July 15, 2018 The Nif scripts are not fully functional and not my codebase, so I can't fix all the issues. Often it is necessary to clean the nifs in nifskope to get them to import.
Wolverale12 Posted August 20, 2018 Posted August 20, 2018 I'm trying to use this to render a ZT2 fern for ZT1, but I keep getting errors and I don't know what's going on with the color palette when I open up the png's in zt studio. I'm basically opening up the .bfb of the brackern fern in blender, and then going to the zt1 spriting area and pressing the buttons I need to, did I need to do anything else before that or something? I'm not even sure if I'm setting everything up right for this even though I'm just trying to use this tool on static objects that only need the 4 angles.
(Designer)HENDRIX Posted August 20, 2018 Author Posted August 20, 2018 The tool hasn't been tested much with static objects. I can't really remember, but I think it was set up to handle them properly. You might find it easier with animals as there is a Video tutorial for the whole process. Sorry, can't give you detailed instructions for objects at the moment.
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