Mesh files contain link to skeleton file within. I believe I made Blender importer script and TL mesh viewer in way to no freak out (and crash) if something is not present (though, you should get warning in Blender console). But ideally skeleton file linked in mesh (in your case zealot2M.skeleton) should be present in same folder as mesh file.
Dusho wrote:what script are you using to import .mesh into blender ? is it this one? http://code.google.com/p/torchlight-to-blender/ ?
Phanjam wrote:Hey N3MESIS! First, that's a GREAT looking sword you got there! Second, congratulations for overcoming the technical obstacles to get your creation into the game !
The non-appearance on the character (selection?) screen happens with the custom lightsaber weapon too. I have no idea why, sorry
N3MES1S wrote:BTW, i noticed that when a class that uses lower scaled weapons equips the sword, the fx didnt scale with the weapon and remains bigger than it should be, any ideas about how to fix this or the value that i need to modify??
Arkham wrote:N3MES1S wrote:BTW, i noticed that when a class that uses lower scaled weapons equips the sword, the fx didnt scale with the weapon and remains bigger than it should be, any ideas about how to fix this or the value that i need to modify??
This is exactly one of the problems I had with one of the weapons in my chainsword mod. No way of fixing it as far as I know, just something that has to be lived with. Sweet-looking particle effect by the way.
As Dusho said, it's missing the skeleton. However, the skeleton you export from blender won't work anyway.
So uncheck "Skeleton name follow mesh"
delete the resulting 'zealot2.skeleton.xml'
and just use the old one.
If that's still not working
open up 'zealot2.mesh.xml' in a text editor and make sure the skeletons actually being linked (it should be at the end of the file)
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