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Spore Sep 21, 2017 @ 8:24am
Importing my custom coin model doesn't work as intended
Hey,I'm trying to import my custom Coin Model into my TTS Mod.

At first I had problems to edit my blender model correctly,but a User in the blenderhelp reddit were able to help me out.
Link to my thread

After successfully editing my coin as he said ,I imported it to TTS,there the model showed up correctly (It were kinda glitching at some edges,but I don't really mind that),but it was missing the color of the symbols (The whole body is just Gold,the symboles shoud be purple and blue)

I'll provide you a google drive link with all Files: Link [drive.google.com]

TurncoinFinished.blend: The end result after finishing the guid from the blenderhelp thread.

Color/Normal_map: The baked Texture/Normal Maps

TurncoinCurves.blend:The default Coin without editings (The symbols are still curves and have to be converted to meshed with alt+C)

Perhaps someone here can help me figure out how I import the coin with correct textures.

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Showing 1-6 of 6 comments
Psyrek Sep 21, 2017 @ 8:55am 
When you made your model you used a high poly and a low poly model. The high poly model was used to bake the texture and bump maps. When you exported you chose to export all the objects in the scene into your .obj.

It was glitchy because it had 2 models overlapping the same space, it was applying the textures correctly to the model underneath. It's just because the high poly model had no UV map and was overlapping the low poly that you weren't getting the correct colors.

I've reuploaded your model with the high poly taken out:
Link[www.dropbox.com]
Last edited by Psyrek; Sep 21, 2017 @ 9:02am
Spore Sep 21, 2017 @ 9:15am 
Oh,makes sense ^^'
So what exactly did you do(Just want to know how I can prevent this mistake),because when I try to import your coin.obj I'll get the "failed to load model (.obj)" error.
Psyrek Sep 21, 2017 @ 9:32am 
In your scene you have the 2 models.
Make sure only the low poly model is selected,
Next go to the export page.
In the bottom left there should be an Export OBJ configuration.
Make sure the selection only is toggled on.

When that is toggled on, only the objects you have selected will be exported to the .obj file.
Spore Sep 21, 2017 @ 1:00pm 
I did as you said and now the symbols display properly,but I actually wanted to use the high poly model (I've seen a turn coin on the TTS workshop http://steamcommunity.com/sharedfiles/filedetails/?id=531348878&searchtext=turn+coin which had a star and the two arrows stamped onto it and I wanted to let the symbols stick out of the base and not just a flat coin with the textures of the high poly object ^^')

Any suggestions,how I can use the high poly model? (rebuilding it with specific settings is no problem,I rebuilded that coin like 3 or 4 times)
Last edited by Spore; Sep 21, 2017 @ 1:01pm
Psyrek Sep 21, 2017 @ 3:37pm 
Well theres a lot to consider. That coin you linked is only 356 triangles of geometry, where the one you designed is 830 for the low poly and 24k for the high. That's a lot of excess geometry.

If you did want to keep the high poly version using the simple color scheme, I would suggest learning to use AssetBundles with Unity.

I uploaded an AssetBundle that contains the high poly version to show you the end result.
link [www.dropbox.com]

Using your completed high poly model:

In blender:
I first used the remove doubles tool and that removed about 10k vertices.
To make the coin smoother I set the shading of the faces to smooth, and added an Edge Split modifier and a Subdivision Modifier.
I then seperated them back into 3 models: The coin, the purple icon and the blue icon.
I then exported them into 3 seperate .obj files.

A tutorial on AssetBundles for TTS, and a link to the modding files needed to export.
Custom AssetBundles [berserk-games.com]

After setting up a unity project I added the 3 models to the assets.
I dragged the base coin into the heirarchy, And then dragged the 2 icon objects onto the base object, making them attached to the base.

Then dragging the base coin with the 2 other icon objects attached to it back into the assets to create a prefab.

With the prefab selected, in the bottom right you will see AssetBundle. Click it and select new, type in a name that should be fairly unique. Importing a second object with the same AssetBundle name will cause errors, cloning it in game is fine though.

After naming the asset bundle, right click the assets and click the Build AssetBundles and it will save. You can then import into TTS.

Sorry for the lack of detail but my time is fairly limited today.

I think I will write a detailed Guide for creating a coin and importing it into TTS as an AssetBundle.
Spore Sep 22, 2017 @ 3:48am 
Tanks for this little Guide! I were able to build my own AssetBundle, but the colors from the objects are very diffrent from the ones I wanted them to have. (I used the .mtl Files)
Can I apply better Colors to it in Unity, or do I need to adjust them in blender?
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Date Posted: Sep 21, 2017 @ 8:24am
Posts: 6