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Pages: (5) « First ... 2 3 [4] 5   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [TUT|IV|3DSMax]3DS Max to IV

 Custom models in IV from Max!
 
NeptuneG  
Posted: Sunday, Nov 28 2010, 00:45
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This is a very simple tut on how to set up multi-sub material on a simple pyramid, some objects are way more intricate than a simple pyramid shape and it might require some quick UVM mapping which i will explain if you guys want in a future tut..

This tut was requested by: _Charger_



PART 1




Step one: Make your object

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Step 2: Open your material editor (press M on your keyboard)


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Step 3: Click on your material browser


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Step 4: Select "Multi-Sub-Object"


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Step 5: Discard your old material (Always do this for any object that had previous texture mapping or you will get multi/sub error from max)


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Step 6: 1- Assign your material
2- Edit material id 1


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Step 7: Open your maps for the matid and place it on bitmap and browse for your textures(s) (Red circled maps are usable with script and blue is new map that is now usable)


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This post has been edited by NeptuneG on Sunday, Nov 28 2010, 03:41
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NeptuneG  
Posted: Sunday, Nov 28 2010, 00:47
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PART 2



Step 8: Make sure your object is placed on editable poly if not convert it


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Step 9: Select the faces of your objects you wish to texture in editable poly


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Step 10: Set the matid for the faces you just selected (and click-in show map in viewport)


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Step 11: Go back to your multi-material


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Step 12: Select your second matid


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Step 13: Select your second set of faces and set their matid's in this case its id-2


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Step 14: This pyramid is now fully textured with multi sub and ready to export, now place your object in center of your scene (first steps in red, last finishing steps in green utilities being absolute last)


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Object centered
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Last Export Step: When centered, export your model as it ready to go (In yellow, place your object grey so it can be ready to be used later for wbd collisions)

Exporting
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Successful wdr export with multi-sub
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_Charger_  
Posted: Sunday, Nov 28 2010, 20:58
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looks great and simpel will try it tomorrow at my objects. thanks for the tutorial. really great that do it after my request. tounge.gif
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hristobg  
Posted: Monday, Nov 29 2010, 16:25
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How to create WBD? Should I export the same model (that is exported as WDR) ? Or I have to make it low-poly.. please reply! smile.gif
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_Charger_  
Posted: Monday, Nov 29 2010, 19:33
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you should export the wdr-object as wbd, but if it's to highpoly it maybe doesn't work right ingame.

EDIT: OMG thanks. i got it working with your tut for a conversion. no error hope it will work ingame biggrin.gif

This post has been edited by _Charger_ on Thursday, Dec 2 2010, 20:01
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BWARazor  
Posted: Sunday, Dec 5 2010, 22:18
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I have a problem, i got it to work now with Shadow-mapper, but theres a problem, i just cant see my model ingame, but in shadow mapper it is placed and i can see it, and if i save it i also see the model if i restart shadowmapper (so it does save a 100%!) there must be another problem... i just cant see it ingame, but its saved and im standing right on the position where i placed it in shadowmapper
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_Charger_  
Posted: Sunday, Dec 5 2010, 22:22
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there seems tio be a problem with the modelname in wpl, use shadowmapper to place and another one to edit the name of the model in wpl (i use dagerons placement tool)
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BWARazor  
Posted: Tuesday, Dec 7 2010, 10:08
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still got the same problem, no objects ingame, but in shadowmapper
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Shadow-Link  
Posted: Tuesday, Dec 7 2010, 10:48
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Make sure a wtd is assigned, if not make the WTD name "null" in the ide entry.
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BWARazor  
Posted: Wednesday, Dec 8 2010, 22:01
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didnīt fix it, maybe this will help: i can see the model, when i replace it with an existing one, wit textures, but i changed the origin and its still the original ingame, but not in the wpl
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BWARazor  
Posted: Wednesday, Dec 8 2010, 22:02
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Would someone please upload the original nj_liberty.wpl and nj_liberty.ide i would be VERY thankful, coz i modded them, and they work no more, problem is i thought i made a backup, but didnt sad.gif
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_Charger_  
Posted: Wednesday, Dec 8 2010, 22:30
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BWARazor  
Posted: Thursday, Dec 9 2010, 11:56
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Thank you very much! made my day biggrin.gif
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_Charger_  
Posted: Saturday, Dec 11 2010, 14:33
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how does the import of IV wdr with textures work? when i import a IV wdr the textures are not loaded (only multi/sub but no diffuse map)

PS importung of IV models in 3DS Max not into the game.

This post has been edited by _Charger_ on Saturday, Dec 11 2010, 18:29
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BWARazor  
Posted: Saturday, Dec 11 2010, 15:52
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For me wdr. and texture work, but not wbd, i exported a wbd and add it into the .img archive, but nothing changed! i still have no collision
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Shadow-Link  
Posted: Sunday, Dec 19 2010, 15:49
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QUOTE (_Charger_ @ Dec 11 2010, 16:33)
how does the import of IV wdr with textures work? when i import a IV wdr the textures are not loaded (only multi/sub but no diffuse map)

PS importung of IV models in 3DS Max not into the game.

Have the textures saved as png's in the same folder as the wdr.

@BWARazor: Depends what version u use. If you're using 0.3.0 you need to change the name inside max to the name of the wdr.
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quechus13  
Posted: Wednesday, Dec 22 2010, 08:25
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QUOTE (Shadow-Link @ Dec 19 2010, 15:49)
QUOTE (_Charger_ @ Dec 11 2010, 16:33)
how does the import of IV wdr with textures work? when i import a IV wdr the textures are not loaded (only multi/sub but no diffuse map)

PS importung of IV models in 3DS Max not into the game.

Have the textures saved as png's in the same folder as the wdr.

@BWARazor: Depends what version u use. If you're using 0.3.0 you need to change the name inside max to the name of the wdr.

I have 0.3.0 and well the collision doesn't work ingame and I can't export WDR from 0.3.0 is there anyway I can have the 0.2.3 version? which really worked for me pretty well (COL Wise)
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moorwen  
Posted: Tuesday, Jan 18 2011, 21:01
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Shadow-Link i need a little help with this, it wont start up, some code like error appears and disappears in 1 sec, i could try to take a screen if you need it
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Luten  
Posted: Monday, Feb 7 2011, 20:56
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... and I've got problem. confused.gif

user posted image

//edit:
Fixed I used v0.2.4

This post has been edited by Luten on Tuesday, Feb 8 2011, 13:45
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nanito13  
Posted: Friday, May 27 2011, 19:00
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We'll i can't export WDR i don't know why ... can the object be a multiple objects ? should they be the same same ? can i name them anything ? i get a runtime error please help heres it: maybe because im using version 11 and the script is for 10 ? and sometimes i says it cannot read the .bmp image i got the model converted from sketchup the images saved on desktop how can i load the textures in 3d max ? please i need fast reply



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