- Torchlight 2 Game and GUTS Editor
- Unpacked game archives
- OGRE Command Line Tools (Version >= 1.70) [Windows Download]
Download the addon as zip file rename it to io_scene_tl2
.
Start Blender, go to User Preferences (Ctrl Alt U
), choose the Addons Tab
and press the button at the bottom labeled Install from File, choose the downloaded zip file, and confirm.
Search for Torchlight 2 Importer, open the panel and set the addon preferences:
Torchlight Media Directory
:- Root Directory of your unpacked game archives typically named MEDIA
OGRE XML Converter
:- Location of OgreXMLConverter.exe
XML Output Directory
:- Converted XML Files will be saved in this directory
Use Command Line Arguments
:- Leave this checked, if you are using the linked OGRE Command Line Tools from above
Command Line Arguments
:- Arguments for mesh export. Depend on the version of your OgreXMLConverter.exe (default 1.72)
In the 3D View click on the Torchlight 2 Tab Header. Press the Import Mesh Button, in the fileselector dialog choose the path of a .MESH file, and confirm. The path of the corresponding .SKELETON and .MATERIAL files will be guessed (same directory), if you leave these fields empty.
Afterwards select the imported Armature and press the Import Animation button to select a .SKELETON file of an animation.
First save your blend file. The mesh will be triangulated and some vertices need to be splitted.
For a mesh without an armature select the object and press the Export Weapon Mesh button, type a name for the .MESH file in the fileselector and confirm.
To export a mesh with an armature, select the mesh object and press Export Monster Mesh.
type a name for the .MESH file at the top of the screen. Further enter the name of the .skeleton file
in the text box labeled skeletonlink
and confirm.
Next select the armature object, press Export Animation and tick the checkbox Bind Pose at the left, type the name of your .MESH file with the extension replaced by .SKELETON and confirm.
To export an animation, select the armature object, press Export Animation, leave the checkbox Bind Pose unchecked, type a name for the .SKELETON file and confirm.
For wardrobe characters (multiple materials) use Export Wardrobe Mesh instead of Export Monster Mesh and follow the steps above.
Afterwards revert your blend file.
Also have a look at the GUTS documenation for export conventions
Given you already imported a weapon and character, create an empty object (Shift + A
)
go to the Properties Panel, choose the constraints tab and add a Copy Transform.
As target object choose the character armature and as target bone a tag bone.
Now parent the weapon to the empty and rotate it 90 degrees around its local Z-axis. (Transform Panel)
- All imported objects are rotated 90 degrees around their X-axis. If you create your own models, skeletons, you should rotate these too. (You might use an rotated empty as parent object)
- Some wardrobe meshes do not work properly with their skeleton files in the same directory.
Choose the
HUM_M.SKELETON
/HUM_F.SKELETON
fromMEDIA/MODELS/PCS/HUM_*
instead. You can set the path quickly by using the Set Skeleton Path Button - Some wardrobe meshes refer to
null01.dds
in their corresponding .MATERIAL file. By pressing the Assign Wardrobe Textures and choosing the directory you imported the wardrobe mesh from, the operator tries to assign the missing texture by name guessing. Further the Assign Body Textures operator will assign body textures to blank mesh parts. - Blender does not support custom vertex normals, so these are not preserved