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philcommando

3dmax conversion

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Just to share my experience with those who are familiar with 3dmax and facing problems texturing in 02.

A. I could not load textures in 02 using A&B keys, and had to load my texture using E key and manually configure the UV.

B. Even that i could only load 1 tex per face and not multiple faces.

Workaround:-

1. Create my model in 3dmax and textured it using planner style only.

2. Break apart my model into parts, eg. side of car with side texture = export to 3ds as sidecar.3ds saved with all tex co-ords.

3. Open 02 and import ( NOT open) sidecar.3ds, and will face "texture import error....". Just ignore it.

4. Select all the vertices and press E key, opening the face dialogue, click on the folder and select my file and type in "sidecar.jpg". (Do not configure the U and V coords for this method as it is already configured in 3dmax.)Another error message "unable to convert...". Ignore it.

5. Go to Bulldozer and u should see your multiple faced side of car with the correct texture applied on.

6. Save the file as sidecar.p3d.

7. Continue the above steps with all your parts.

8. Open one of the parts, eg:- sidecar.p3d. Do not touch the model, and click on File>Merge and just place the rest of the .p3d files of your car into the screen. Check in buldozer and save this file as car.p3d.

*This is just one method, there are many out there - EXPERIMENT :-)

:-I used this method to texture multiple faced objects and usually would use 02 E key for single face objects or one colour scheme for multiple faces part.

:- U can multiple texture object in 3dmax and export it whole into 02 but sometimes the faces or tex disappears - time consuming to trace and replace within 02.

:- In 3max, once u are happy with the model, do not move it anymore, then export the parts, cos the position in 3dmax will correspond with co-ords in 02, and when u merge the parts, it will aligned correctly. Once u got the fully assembled model in 02, u will be able to position or scale it. One 02 square = 1 metre in ofp world.

:- hehe...do go easy on the jpg files, make sure they are not too big files cos it will cos your cpu to lag and use sizes in multiples of 8 otherwise u wont see it in buldozer, eg:- 32 X 32, 64 X 128, 128 X128, 64 X 256( in pixels, not inches)

** this method seems tedious, but after a while its a snap. Rather than to sit and wait for something better to come along, God help those who help themselves, afterall 02 is free and 3dmax cost me a bomb! No need to complain that ofp should use 3dmax files too, cos i guess they created this amazing game, have propriety rights and could have charged extra cash creating extra addons but did not and gave us players a free 3d modelling programme instead, now which best game of the year ever did that for us?

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Or if you are a fan of 3Ds MAX instead of O2, make your model in 3Ds MAX, texture it by applying UVW maps and then use the Unwrap UVW to place the parts in a nice square. Then either take a screenshot of your UVWmap in Unwrap UVW or simply use "texporter" (plugin) to render the UVWmap and save it as a image. paint your texture on that one and then apply the texture. Export your model from MAX to O2 by exporting it in element parts (parts connected thru the vertices, not ailerons and fuselage of an aircraft i.e), thats because of the vertex welding when exporting (near vertices are connected and 2 or more become one smile.gif ).

You can use the function "Export Selected" when doing this.

Import your 3DS model (parts) one by one into O2, ignore any fault messages conserning the textures. You can define the desired LOD that your soon to be imported model should be when importing, select 1.0 on your first one. Then on the second one import it to another LOD, then select all and press ctrl+x to cut. Select the LOD 1.0 and paste by pressing ctrl+v . Do the same for all of your parts (shouldnt be that many). When your done look in the texture properties window (is that its name?) and hold ctrl at the same time as you double tap with left mouse button on the texture name. O2 selects all the faces that use that texture, right click in a viewport to activate and press E. Press the button far down right, the one that looks like a folder and select your texture. Click apply, ok and then your done. Continiue until you have all the textures visible.

Remember to save your model often in case you screw up anything, thats a golden rule in modelling!

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Very interesting stuff guys. Maybe you cant help me out here:

Im stuck in Maya 4. Ive done a model, with textures (only standard plannar mapping) and everything and i need it in o2 now. I can get the actual model into o2, no problem. I just export in OBJ format, import that in anim8tor to enable the KSdata stuff, then export in 3ds to finaly open in o2.

But i dont know how to get the textures along the process. can i do the same thing (almost) for Maya? Take one piece, export selection etc. But when i get the 3ds texture import dialog wehn imporint in o2, what do i do then? i dont get an error message to ignore like you guys. Is that because the OBJ part that I have to go trough messes up the process? Or is your way of doing this still gonna work for me?

Please, need to know this. Hate o2, and if I can do texturing in Maya, I will be in Heaven biggrin.gif!

brsseb (ofp.info/brsseb)

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Good news:

The same theary presented by you 3ds max guys can be used for Maya too! You just export the model, piece by piece (standard planar mapping), in OBJ format. Import it in Anim8tor, enable dummy KS data and export to 3ds. There, you import the 3ds file in o2 (ignoring anything about texture errors..). Select all verts and press E, and type in the path to the texture that shoudl be on it (you have to convert the texture to paa/pac first though).

Its the same as you guys, only we Maya folks must go via the OBJ format and Anim8tor to get the 3ds format, since i havent been able to locate ANY 3ds export plugin for Maya (except for a over-priced one to $799 crazy.gif )

BRSSEB

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