When you export an OBJ file, you don't get the actual textures (usually). Overgrowth also doesn't even bother to look at the .mtl (material) file that's created with the OBJ export. For Overgrowth, what you should do is to put all the relevant information into image files, and then use those images as textures inside Overgrowth.
This is going to be a
huge wall of text,
but this isn't that complicated, really. You only need one OBJ file, two images Blender can make for you, and then you need to edit three lines in one text file - that's all it takes to get an object into Overgrowth. To use it as a weapon, you need to edit a second text file, but for that you only need to edit ONE line in a text file.
I'll start with te text file. It's an XML file, and it looks like this:
Code: Select all
<?xml version="1.0" ?>
<Object>
<Model>Data/Custom/Endoperez/Models/mymodel.obj</Model>
<ColorMap>Data/Custom/Endoperez/Textures/mycolormap.tga</ColorMap>
<NormalMap>Data/Custom/Endoperez/Textures/mynormalmap.png</NormalMap>
<ShaderName>cubemapobjitem</ShaderName>
</Object>
You only need to change the Model, ColorMap and NormalMap lines.
Model is model, duh.
The second one,
ColorMap, controls the colors and the shininess. Colors are simply the colors, shininess is read from the Alpha channel, which is usually used for transparency. You can ignore the alpha channel/shininess stuff for now. You sword will be shiny inside OG, but it simplifies things a lot.
- [+] Shininess stuff
- You'll probably need an image editing software to combine color and shininess (= specularity) into one image with RGB and A channels. It's possible to do it through Blender nodes too if you don't have an image editor.
Also, due to game engine limitations, only Specular Intensity is used, Specular Color and Specular Hardness aren't used; specular color is calculated from the sky and hardness (or something close to it) only uses one specific value for most objects. I don't know which Hardness value matches what's used inside Overgrowth, so try something like 50. It might be 100, but I'm not certain, and 50 is a more neutral value.
The third one,
Normalmap, is used to calculate advanced light information. At its simplest, it creates an effect that's similar to enabling Shading: Smooth (as opposed to Shading: Flat) in Blender. It can also do other stuff.
Blender can take the information you have in the scene and
put it into image files for you. This is called Texture Baking, or Baking.
You can Bake textures and normals maps into an image file.
You need to have an object selected, it has to be unwrapped, and it has to have an (empty or new, preferably) image file assigned to it in the UV window.
Then, on the same panel where you have the Render button, scroll down until you find Bake panel. Choose Textures from the dropdown menu and press the big Bake button.
However, you only see the result in the screen where you edit your UVs. To see what you're doing, it's best to go into UV Editing layout, and divide the 3D screen into two parts. Then you change one of those parts into the Properties window. If you haven't done that before, check the dark red parts of this little tutorial image: