Blender Lofts

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Blender Lofts

Unread postby TFOLRailfan » Wed Apr 22, 2020 3:59 pm

Recently I have been trying to make lofts with Blender. I have read a few forums but found no luck. When I exported my simple 2D loft with a simple white texture I get a strange yellow striped texture that I have no idea where that is from. To add to that, my loft is underground. I have used the shader LoftTexDiff.fx and the other 3, but had the same result. I did use the loft blueprint. Is there a step that I missed? I have provided images to show what I did and got. Any help will be appreciated.
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Re: Blender Lofts

Unread postby BoostedFridge » Wed Apr 22, 2020 4:08 pm

That yellow colour is the same colour as the border of the 'missing texture' warning that is applied to assets when the game can't find the required texture in its specified location.
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Re: Blender Lofts

Unread postby TFOLRailfan » Wed Apr 22, 2020 4:21 pm

BoostedFridge wrote:That yellow colour is the same colour as the border of the 'missing texture' warning that is applied to assets when the game can't find the required texture in its specified location.


Yes that worked! Thanks! For some odd reason it was exporting the wrong ace file. Is there a reason why the loft is upside down or under ground?
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Re: Blender Lofts

Unread postby TFOLRailfan » Wed Apr 22, 2020 4:53 pm

So I discovered how to move the loft up and then decided to make it 3D. That didn't go well because the top face is missing in game. I provided pic to show this.
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Re: Blender Lofts

Unread postby ryan9550 » Wed Apr 22, 2020 5:58 pm

I just threw something together in Blender and exported it to test what I think the problem is, and I think that the top face just needs its normals flipped. Looking at your screenshot, the coloring of the top face matches what I did in Blender with inverting the normals on the top face on a cube.

I hope this helps!
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Re: Blender Lofts

Unread postby TFOLRailfan » Wed Apr 22, 2020 6:26 pm

ryan9550 wrote:I just threw something together in Blender and exported it to test what I think the problem is, and I think that the top face just needs its normals flipped. Looking at your screenshot, the coloring of the top face matches what I did in Blender with inverting the normals on the top face on a cube.

I hope this helps!


I thought the same thing, but that doesn't seem to be the case. The face is forward just that when you select all, one face will be different then the others. Thanks for your help.
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