import torchlight OGRE meshes to BLENDER (only for static objects)
you need :
the original Torchlight game : http://www.torchlightgame.com
Blender : http://www.blender.org
Python : http://www.python.org/download/
OgreCommandLineTools : http://www.ogre3d.org/download/tools
Blender Import Script (to downlaod click on sources there) : http://www.ogre3d.org/wiki/index.php/BlenderImport
note: use 32 bit downloads, if you have a 64 bit system. 'cause sometimes the 64 bit versions don't work very well. (thanks servvs)
1. install first python, then blender (install Python 2.5 for Blender 2.48 releases, Python 2.6 for Blender 2.49)
2. download and install OgreCommandLineTools, note : this install the OgreXmlConverter.exe too
3a. download the blender import script "ogre_import.py"
3b. edit the ogre_import.py file in line 71 (in old scipt was it in line 127) and let the script know where OgreXmlConverter.exe is installed
for example : IMPORT_OGREXMLCONVERTER = "C:\\OgreCommandLineTools\\OgreXmlConverter.exe"
3c. make sure that scaling factor in script is set to 1, IMPORT_SCALE_FACTOR = 1 (original script used 0.1, what made models tiny in editor and then TL)
3d. save ogre_import.py and copy it to blender script folder, for example : C:\Program Files\Blender Foundation\Blender\.blender\scripts
4. unzip Pak.zip in your custom folder. you find Pak.zip in Torchlight install folder
5. in media\models\barrel you will find a barrel mesh, let us import this mesh to blender
6. start blender, press X key to delete the cube, then click on file and import OGRE.mesh, now select the barrel.MESH.
that's all.
you need :
the original Torchlight game : http://www.torchlightgame.com
Blender : http://www.blender.org
Python : http://www.python.org/download/
OgreCommandLineTools : http://www.ogre3d.org/download/tools
Blender Import Script (to downlaod click on sources there) : http://www.ogre3d.org/wiki/index.php/BlenderImport
note: use 32 bit downloads, if you have a 64 bit system. 'cause sometimes the 64 bit versions don't work very well. (thanks servvs)
1. install first python, then blender (install Python 2.5 for Blender 2.48 releases, Python 2.6 for Blender 2.49)
2. download and install OgreCommandLineTools, note : this install the OgreXmlConverter.exe too
3a. download the blender import script "ogre_import.py"
3b. edit the ogre_import.py file in line 71 (in old scipt was it in line 127) and let the script know where OgreXmlConverter.exe is installed
for example : IMPORT_OGREXMLCONVERTER = "C:\\OgreCommandLineTools\\OgreXmlConverter.exe"
3c. make sure that scaling factor in script is set to 1, IMPORT_SCALE_FACTOR = 1 (original script used 0.1, what made models tiny in editor and then TL)
3d. save ogre_import.py and copy it to blender script folder, for example : C:\Program Files\Blender Foundation\Blender\.blender\scripts
4. unzip Pak.zip in your custom folder. you find Pak.zip in Torchlight install folder
5. in media\models\barrel you will find a barrel mesh, let us import this mesh to blender
6. start blender, press X key to delete the cube, then click on file and import OGRE.mesh, now select the barrel.MESH.
that's all.
Exporting mesh:
Script cannot export multiple meshes, only one at a time
you need (appart from everything already mentioned above):
Blender Orge mesh export script: http://www.ogre3d.org/wiki/index.php/Blender_Exporter
TorchED : http://www.filefront.com/15052181/TorchED-1.0.68.63.exe/
Lets say at this point you already have your new mesh created using some imported one as a reference (just to have correct scale and rotation)
1. Select your mesh in object mode and press Crtl+A to set the scale and rotation to ObData
2. Make sure that origin point (point that will be used as zero point when putting weapon into hand) is placed where the origin points from referenced models are
notice the red point in original model from TL
and red point in new model
if the point location is off, go to the edit mode (press TAB), select all (press A) and shift the model so the point is correct place
Also make sure that your material has texture attached correctly:
3. Export mesh (File->Export->Ogre meshes)
Setting should look like this: create your directory with your model, you should have
- mesh (.mesh)
- material (referring to texture) - sometimes you have to manually delete some stuff Blender export put in, use some original material as reference
- texture (this should be either .png or .dds, .tga didn't work for me - showed just white instead of texture)
Note: in order to have model smooth (vertex normals will be nicely interpolated, no flat shading effect) in TL make sure you have pressed 'Set smooth' (Editing window, F9) for your mesh and preferences are set in way:
I placed my directory with weapon into TorchED/media folder together with other weapon models (new folder e.g. crossbow_onehand_01)
Then
- start TorchED
- go to Unit editor, according to what weapon type you want to add, filter what you need (e.g. crossbow)
- select some basic quality item (crossbow), right click, clone
- change the name (also display name) and all params you want to change
- there change the path where mesh is pointing to (change it to your folder) and select your mesh from that combobox
- save it (green disc icon) and close Unit editor
- then press play button in TorchED to start the game in window (you don't have to have any dungeon layout loaded)
- press Shift + ~ to get the console and write: item {your item name}, count (e.g. item one hand crossbow, 1) - this will drop the item next to you
That's it. You can pick up your item.
This will work now just within the TorchED. In order to put it in game you have to copy your files in %AppData% in your own mod folder (haven't played with that, yet).
you need (appart from everything already mentioned above):
Blender Orge mesh export script: http://www.ogre3d.org/wiki/index.php/Blender_Exporter
TorchED : http://www.filefront.com/15052181/TorchED-1.0.68.63.exe/
Lets say at this point you already have your new mesh created using some imported one as a reference (just to have correct scale and rotation)
1. Select your mesh in object mode and press Crtl+A to set the scale and rotation to ObData
2. Make sure that origin point (point that will be used as zero point when putting weapon into hand) is placed where the origin points from referenced models are
notice the red point in original model from TL
and red point in new model
if the point location is off, go to the edit mode (press TAB), select all (press A) and shift the model so the point is correct place
Also make sure that your material has texture attached correctly:
3. Export mesh (File->Export->Ogre meshes)
Setting should look like this: create your directory with your model, you should have
- mesh (.mesh)
- material (referring to texture) - sometimes you have to manually delete some stuff Blender export put in, use some original material as reference
- texture (this should be either .png or .dds, .tga didn't work for me - showed just white instead of texture)
Note: in order to have model smooth (vertex normals will be nicely interpolated, no flat shading effect) in TL make sure you have pressed 'Set smooth' (Editing window, F9) for your mesh and preferences are set in way:
Putting mesh into Torchlight:
1. Another part is putting it into TLI placed my directory with weapon into TorchED/media folder together with other weapon models (new folder e.g. crossbow_onehand_01)
Then
- start TorchED
- go to Unit editor, according to what weapon type you want to add, filter what you need (e.g. crossbow)
- select some basic quality item (crossbow), right click, clone
- change the name (also display name) and all params you want to change
- there change the path where mesh is pointing to (change it to your folder) and select your mesh from that combobox
- save it (green disc icon) and close Unit editor
- then press play button in TorchED to start the game in window (you don't have to have any dungeon layout loaded)
- press Shift + ~ to get the console and write: item {your item name}, count (e.g. item one hand crossbow, 1) - this will drop the item next to you
That's it. You can pick up your item.
This will work now just within the TorchED. In order to put it in game you have to copy your files in %AppData% in your own mod folder (haven't played with that, yet).







