aka J

195,391 Edits since joining this wiki
November 4, 2010
  • I live in The Netherlands
  • My occupation is Administration
  • I am Male
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Lighter in Blender Edit

I'm going to try to be as complete as possible, and split things up. Because there are a lot of steps to get everything right.

Blender OverviewEdit

Most of what you're going to be using, is the stuff on the right side bar, and the menu bar right below the viewport(s) and above the animation timeline - at the bottom of the window.

First, on that lower menu bar, look for the first dropdown button on the left, with a circle icon. It should be immediately to the right of the larger drop-down, that says "Object Mode". That's the "Viewport Shading" menu. Click that button, and select "Texture" from the menu.

Second, there should be two sections on the panel on the right. Each section has a dropdown button in the upper left corner, which allows you to change what is shown in that section. In this case, you need to make sure the topmost one, is set to "Outliner" - which looks like a tree view, showing a hierarchy of all items in the scene. This is very helpful for selecting specific objects from the scene, which we'll use later.

The bottom, larger section of this panel, should be set to properties, which will be used for materials/textures.

First StepsEdit

By default, when you open up Blender - there's a box sitting in the middle of the scene, conveniently selected for you already. It's a stupid box, so it must die. First make sure it's selected. If it is, it will have an orange border around it. If not, then right-click it. Finally, once it's selected, hit the delete key.

Next, import the exported collada mesh, and zoom in so that it fits in the viewport.

Since the stick of dynamite isn't necessary, go to the "Outliner" section, and expand it until you see the object named "nifid_77-matrix" (expanding it further, will reveal that it's a parent to the mesh named "Dynamite_0-lib"). To the right of the name, you'll see a few icons. The first looks like an eye, the second a pointer, and the third a camera. Clicking the eye will hide the dynamite mesh from the scene, and clicking the camera will hide it from rendering. So click both of those so we can better focus on the lighter.

Now, as you've probably noticed - all the meshes in the scene are untextured. We'll fix that a little later, as it's..well, frankly kinda obnoxious to do in Blender. So first, we're going to open the lighter up.

Opening the LighterEdit

The first step, is going back to that "Outliner" and clicking the little icon next to the object named "##Cap". This will select the object in the scene.

Next, go back down to that bottom menu bar (the one with the "Object Mode" drop down menu), and you should see a button with an icon, that has three multi-colored lines meeting at the center (red,blue and green). To the right of that button are your move, rotate and scale buttons, in that order.

So, since we need to rotate in order to open the lighter, click the rotate button, and you should see the "gizmo" change in the scene, to a spherical shape, with red, green, and blue axis.

Now, to open the lighter, you need to click and drag on the axis that best fits the direction the lighter opens. If you picked the right axis, and dragged in the right direction, you should see the lighter open. If you make a mistake, simply hit ctrl+z to undo, and try again.


As I mentioned above, textures are done kinda oddly in Blender. Actually adding a texture to a material (i.e. the right way) will not cause the mesh to show the texture, even if the Viewport Shading is set to "Texture" (see the Blender Overview section for a reminder, if you forgot where that is). It will however, show if Viewport Shading is set to "Rendered", but that performs so slowly, that it's nearly impossible to do anything in the scene while that mode is active. But, if you do it in the way so it shows up in the "Texture" Viewport Shading, it won't show up in the render.

Because this has already become a mini-novel, and going over all the Texture and Material options would at least take up double the space, I'll just cover the quick way, so it will show up in the scene.

So, start out by selecting the base lighter mesh - either by right-clicking on it in the scene, or selecting "__Lighter_0-lib" from the Outliner.

Next, click the "Face Select" button on the lower menu bar - it's to the right of the Move,rotate,scale buttons, and the icon looks like a cube with a single orange face. Then, hit the "A" key to select all (hitting A again will select none - it's a toggle).

Now, refer back to the "Blender Overview" section, regarding the drop-down buttons for the two sections of the right panel. On the larger one (should be currently set to Properties), change it to UV/Image_editor. You should see a light gray square with grid lines, and a bunch of triangles all laid out within it. This is the UV map - or basically where each face of the mesh, corresponds to a part of its texture.

Next, at the very bottom of the panel, click the button labeled "Image", and select "Open Image". When you select that, you'll be shown a file menu, that allows you to pick the texture. In this case, the texture you need is in /Data/textures/weapons/1handgrenadethrow/ and is named Select that, and you should see the texture applied to the bottom part of the lighter.

Finally, simply hit "A" again to deselect.

Repeat this same process for the cap, and the lighter itself will be fully textured in "Texture" Viewport Shading.


Despite being the easiest way, and the way that allows you to see the textured model in the viewport (without being in Rendered mode), doing textures this way has a number of limitations. Most notably, this won't work for the flame itself. Also, as already mentioned, no textures added this way, will show up in renders. Last but not least, the viewport won't show normal (bump) maps, and won't show textures with transparency. For this you'll need to do the materials and textures method.

I think I've covered most, if not all of the specifically fallout related parts of this, so you should be able to find plenty of Blender tutorials on youtube and elsewhere, should you want to learn how to work with materials, textures, and rendering. If you run into any problems, please let me know - and I'll do my best to help. Dulogo Digital Utopia (talk) 04:24, August 8, 2014 (UTC)



Overview Links Edit

Hey Js, any idea what happened to the overhead link menu at the top of the wiki's page? It seems to have reset to the default "On the Wiki, Popular Pages, Community" Format where all the links that should be there have vanished. ---bleep196- (talk) 19:08, August 10, 2014 (UTC)

Ok this is really strange but, it seems to have fixed itself. I don't know what is going on but for about 10-20 minutes the navigation seemed broken, and now it's fixed. ---bleep196- (talk) 19:20, August 10, 2014 (UTC)
Yeah I noticed that too, they were probably implementing that new feature. However it seems a little bit strange that that would be a new feature, considering not every game has maps and for that to become a default part of the navigation menu seems...odd. ---bleep196- (talk) 19:25, August 10, 2014 (UTC)
Maps has been up there for some time. Maybe a week. I had this on other wikis yesterday. Sever cache issues, I'm sure. Not loading the wiki nav menu and defaulting to the default. Ain't the first time it's happened. The Gunny  UserGunny chevrons 21:53, August 10, 2014 (UTC)

Welcome message Edit

Why did you change the width from 26% to 20%? 26% fills up the space much better while the other option results in an awkward gap between the text columns and the VB image. Other than that I felt your message had the most fitting colours for the wiki's theme. --Skire (talk) 17:53, August 16, 2014 (UTC)

Hmm. I think it looks unnatural as the first column is squeezed downward ("policies and guidelines" and "New User Network" are forced into two lines instead of one), while as I mentioned there is a significant amount of empty now. It doesn't look aesthetically pleasing to me at all, and I don't think I can support it in that case =( But if you think the columns were too wide, would centring the headers of each column help? --Skire (talk) 18:15, August 16, 2014 (UTC)
I have uploaded a screenshot: :File:Welcome message.png. --Skire (talk) 19:16, August 16, 2014 (UTC)

Fonline Edit

Added, thanks J. Agent c (talk) 22:55, August 16, 2014 (UTC)

X just pointed out its a year old to the day :( Agent c (talk) 23:02, August 16, 2014 (UTC)

Check User RequestEdit

Sorry to bother you Jspoel, but there were a few users (poorly) trolling the chat. Can you run a checkuser on User:Mackinder, JarlBallin, and FarCallofAssassinsHalo? Thanks for your time. -- MHsig Watch in awe! 02:06, August 18, 2014 (UTC)

Thought as much, thanks a bunch for checking. Let's hope this doesn't carry on any further. -- MHsig Watch in awe! 03:25, August 18, 2014 (UTC)

Your opinion?Edit

I started a new discussion forum, and would like to get your thoughts? --User ncr A Safe People is a Strong People! 14:54, August 19, 2014 (UTC)


Thanks, I actually like writing the long types of pages, but I haven't really found much that needs expansion. I was kinda surprised there weren't pages for Kitsune and Cat Jules as well. Gonna try find some more. User ayyyy  OfficialLolGuy  Talk  Blog  18:40, August 19, 2014 (UTC)


I admit, I was kinnda in a rush, as I saw that Breakin' Benny tagged it for deletion as it was unnecessary. It seems it is not. Energy X 16:29, August 20, 2014 (UTC)

Christopher Jules Edit

Hello Js,

I was referencing the Christopher Jules article and it came to my attention that there were no sources for the, "Christopher" part of his name.

The name was spelled, "Christoper" in the article but I got no hits for, "Chris" on any EPA-related sources I quickly checked and felt I should bring it to your attention.

I'm sure his name comes from somewhere but I'm afraid I couldn't find it. If it remains elusive, a rename may be in order.

Happy editing! --The Ever Ruler (talk) 18:44, August 21, 2014 (UTC)

RE: Chris Jules Edit

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Kitsune Edit

Saw Broc was online, so I was having a discussion with him over the Kitsune article, as well as the dialogue file uploaded. From what I have read, everything from her name to her backstory were entirely fabricated by the mod developers, with help from a few writers long after Fallout 2 was ever created, meaning that the content we are now covering is mod content - not cut content.

There is some original content involved over cut content, but from what I am currently seeing, most of the information needs to be removed. Put up deletion tags for now, but would love the chance to see further discussion from your end in-case we are missing something. ForGaroux Some Assembly Required! 20:41, August 22, 2014 (UTC)

I am sorry to hear that. :( I was really hoping I had missed something that you knew of - those were some quality articles.
If it is any consolation, I fully support the idea of covering Killap's content here at the wiki, so long as the community also approves. If a forum is ever started, please do not hesitate to shoot me a message so that I can support it. ForGaroux Some Assembly Required! 22:53, August 22, 2014 (UTC)


I was wondering what the guidlines are. I've seen changes to 200, to 210, to 220, etc. Sometimes even in between those, and it makes me confused about what width is the current standard. Could you let me know so I can apply them in the future? Thanks in advance! - Greets Peace'n Hugs (talk) (blog) 00:46, August 23, 2014 (UTC)

Okay, thanks. And something completely different: I've seen you add bullets, while others remove them. I agree with you that it looks more neat with bullets than without, but is there a certain policy on this? And if not, shouldn't we have one? Because now so much useless work is done by adding and removing them every time. - Greets Peace'n Hugs (talk) (blog) 01:24, August 23, 2014 (UTC)

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