05-03-2016, 02:41 AM
(This post was last modified: 05-03-2016, 03:46 AM by TheAmazingDrunk.)
Just so she doesn't have to work even more, i'll give the cliff notes.
Copy whatever mesh you want in Darkstorm, make sure you use the method that saves it as xml, not .obj or .dae. Make sure you check the button that says "Download textures" too. You'll need them for later.
Open the program she gave you, and the first box wants you to point it to the data.db2.x.x files, which Darkstorm puts in C:\Users\(your username)\AppData\Local\Darkstorm
Then click the second box and find the xml of the mesh you copied earlier. You'll see it show the name in the box below. Click the buttons below that say something like "Copy the slm mesh", and then the other that says "Create dae files". It should tell you that the mesh file has been created. Go look in the program's folder that says "DaeFiles" and you'll see the newly made .dae file, although it'll be named something funky. That'll be the rigged (or unrigged, depending on the mesh) file that you can now import into SecondLife using SecondLife's usual mesh import method. (not Darkstorms!)
You'll have to texture it yourself, and an easy (and no cost to you) method of doing that is finding the folder where you saved the xml in the first place, and finding the folder for that xml that has "_assets" behind it. The texture files in there are named by their UUID, so just copy that UUID name, open Darkstorm, go to the Darkstorm menu, hit Keytool..... if you have the UUID copied to your clipboard then it should pop open that texture and put it in your Darkstorm temp inventory folder named textures. Drag that onto your mesh and walla, it's textured. (and will stay textured, not temp textured)
Copy whatever mesh you want in Darkstorm, make sure you use the method that saves it as xml, not .obj or .dae. Make sure you check the button that says "Download textures" too. You'll need them for later.
Open the program she gave you, and the first box wants you to point it to the data.db2.x.x files, which Darkstorm puts in C:\Users\(your username)\AppData\Local\Darkstorm
Then click the second box and find the xml of the mesh you copied earlier. You'll see it show the name in the box below. Click the buttons below that say something like "Copy the slm mesh", and then the other that says "Create dae files". It should tell you that the mesh file has been created. Go look in the program's folder that says "DaeFiles" and you'll see the newly made .dae file, although it'll be named something funky. That'll be the rigged (or unrigged, depending on the mesh) file that you can now import into SecondLife using SecondLife's usual mesh import method. (not Darkstorms!)
You'll have to texture it yourself, and an easy (and no cost to you) method of doing that is finding the folder where you saved the xml in the first place, and finding the folder for that xml that has "_assets" behind it. The texture files in there are named by their UUID, so just copy that UUID name, open Darkstorm, go to the Darkstorm menu, hit Keytool..... if you have the UUID copied to your clipboard then it should pop open that texture and put it in your Darkstorm temp inventory folder named textures. Drag that onto your mesh and walla, it's textured. (and will stay textured, not temp textured)