POSTAL 2

POSTAL 2

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The world of Paradise (and beyond!) at your fingertips. Use the same tools as RWS to create your own weapons, maps, skins, mods, and any other content your heart desires, and then piss on it all!
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makabray 18 Jul, 2024 @ 1:16pm
Having trouble importing mesh from Blender to POSTed
hey there! as of late i've been working on a mod that will replace dude's player model with one that more closely resembles how he looked in the concept art for the original game, however i've ran into an issue regarding this. as you can see here [cdn.discordapp.com], the mesh for dude's head looks fine in blender, but as seen here [cdn.discordapp.com], as soon as i try importing it into POSTed it gets all screwed up. if anyone could help me figure out what went wrong here or at the very least point me in the right direction, i'd really appreciate it!

(also, for a bit of additional context i'm using the PSK/PSA import/export addon by DarkLightGames.)
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Showing 1-3 of 3 comments
xdshot 19 Jul, 2024 @ 2:02am 
Links removed.

My guess: apply all transforms
makabray 19 Jul, 2024 @ 11:21pm 
Originally posted by xdshot:
Links removed.

My guess: apply all transforms

yeah, sorry about the links. i was trying to add the images of what was happening to the mesh to the post, but steam is weird and decided to get rid of them despite the fact that they're just totally innocuous discord links. maybe i'll try uploading the images to steam directly and then link them then? i dunno.

as for your suggestion, it unfortunately didn't work. i actually got into contact with a few people in order to help me with this issue, including the guy who made the blender addon i'm using to export the mesh as a PSK, and we've concluded that it seems to be an issue of the mesh's data getting corrupted upon being imported to POSTed. as of now neither i nor any of them have been able to figure out a fix for it, but i haven't given up yet, i'm just hoping it isn't an issue intrinsic to the editor that can't be circumvented like i'm suspecting it may be.

thanks for the response though, hopefully this turns out to be something i can fix. i'm gonna be really bummed out if it turns out that i put all that effort into a custom head mesh for nothing LOL
makabray 9 Aug, 2024 @ 2:35am 
UPDATE: after talking with a few people from the old unreal server a bit more, we finally figured out the issue! apparently it had something to do with unweighted vertices. normally in unreal engine vertices that aren't attached to any specific bone are weighted to the root bone (to my knowledge), but since postal operates on a slightly older version of unreal engine, it doesn't do that. as a result, the mesh gets all screwed up. however, it can be fixed by going in and manually fixing the unweighted vertices.

since then, the creator of the blender addon i've been using has released an update that accounts for this weird quirk of postal's engine. just thought i'd post an update to this situation in the very unlikely case that there might be someone out there who's experiencing the same problem lol.
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