Let's start at the beginning. You will need Blender 2.49b and all of its dependencies. Blender is a free modeling software, and while it's not my favorite, it gets the job done quite adequately.
Since the 2.49b version is a bit dated, I'll link you to where you can download it, along with Python 2.6, the programming language that is required by the software.
| Blender 2.49b (https://download.blender.org/release/Blender2.49b/) Python 2.6.2 (https://www.python.org/download/releases/2.6.2/) |
Once you got blender working as it should, we can proceed. The next step is to get Blender to import and export .MESH files, which is OGRE's 3D model file format. To do that, you'll need to download three things.
| First, you'll need the Ogre XML Converter (http://wiki.ogre3d.org/OgreXmlConverter) which will allow us to convert files to and from the .MESH.XLM format.
Then, you'll want the Torchlight to Blender Master files (http://www.mediafire.com/file/38ayfi05oy11zj1/torchlight-to-blender-master.zip). They come with an import and export, but for me personally, only the import worked as it should.
The last thing we need is the Blender Export files (http://www.mediafire.com/file/o2ojib4row47q5d/BlenderExport.zip) if the previous file's exporter didn't work for you either. |
For the Ogre XML Converter, you'll want to extract the contents to a new folder that you'll know where to find, as you'll be using it often when dealing with FeralHeart models and will also need to provide the correct file path for your importer to use.
The way I installed the rest of the items was by extracting all the contents from the zip files (except the Ogre XML Converter) into the C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts folder.
Before we can test the plugins in blender, you'll need to edit your __init__.py file, which will be located in your \Blender Foundation\Blender\.blender\scripts folder. Use notepad to open it up and find this line:
# Path for your OgreXmlConverter
OGRE_XML_CONVERTER = "C:/msys64/mingw64/bin/OgreXmlConverter.exe"
Change the C:/msys64/mingw64/bin/ to the file path where you extracted your Ogre XML Converter.
After that, you should open up Blender and hover over Files > Import and see "OGRE for Torchlight (*.MESH)" as well as hover over Files > Export and see "Ogre XML".
The next step is opening the Applejack hat in Blender. The AppleJackHat and AppleJackHatLow both use the same mesh, so we only need to modify one item.
Open up Blender and import the AppleJackHat.mesh which should be located in your FeralHeart\media\items folder. To do this, go to File > Import > OGRE for Torchlight (*.MESH).
Right click on the hat mesh and then change your Mode from Object Mode to Edit Mode. All of the hat's vertices should be selected by default, but if they get unselected accidentally, just hit A and they'll all be selected again.
Next, change your Window Type from the Buttons Window to the UV/Image Editor. You'll be greeted with a rather horrid UV layout.
Not to worry, we can fix this. Select the UVs button and then click "Unwrap", or alternatively just hit E on your keyboard and then click "Unwrap" again in the little message box.
Now you have workable UVs, you should be proud; it's most certainly good progress.
But we're not out of the woods yet. The exporter (or importer—not sure which), for some reason, rotates the object forwards on the X axis 90 degrees. To counteract this, we're going to rotate the object back 90 degrees on the X axis.
To do this, click on the button called "Object" and then hit "Transform Properties", or alternatively hit N on your keyboard.
This should open up a little window. In that window, set RotX to -90.00 and hit enter.
Once that's done, go back to the Object menu and select the Clear/Apply submenu. From there, select "Apply Scale/Rotation to ObData" or alternatively use the keyboard shortcut Ctrl+A and then select the appropriate option. You should see the RotX turn to 00.00 in the Transformation Properties window.
Next, we need to export this new mesh back out into a .MESH file. To do that, change your Mode back from Edit Mode to Object Mode and go to File > Export > Ogre XML.
Ignore the Scene.material since the hat already comes with a material file by default. Unselect the "Export Armatures" option, since the hat isn't rigged to any joints in the scene.
Input your Export Directory by clicking on the "Select" button to the right and select the folder where you want your object to be exported.
Now we want to rename the newly exported applejackhat.mesh.xml to AppleJackHat.mesh.xml before opening it in notepad. Find where it says material="defaultMat" and change defaultMat to AJH. Once that's done, save the file.
For the last step, open up the folder containing your Ogre XML Converter in a new window. You're going to drag the AppleJackHat.mesh.xml file into the OgreXmlConverter.exe program. That should spit out a new file called AppleJackHat.mesh.
Be careful not to drag your file from a folder that already has the same filename as what your exported file will be called, since that can cause problems.
Congratulations, you should now be able to use these UVs for your hat.
Before copy and pasting your hat mesh back to your FeralHeart\media\items folder, you should make a back up of the old one in case something goes wrong.
Aside from that, you can now use these new UVs