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View Full Version : The *rubbish*(And Half Finished Tutorial) CUSTOM SCENERY TUTORIAL!


Tom65789
06-26-2005, 06:24 PM
as usual im leaving things half finished :rolleyes:

anyways:

When all goes well i shall do an image version of this and a bit more detailed.

i thought i might help out a bit with the people who arent to good at this (most of it will probably be wrong)(also it isnt complete as i'm no sure of the last bit in this tutorial so can one of you experts shed some light onto this please)

any of you custom scenery experts:

pumper
marnetmar
caffinated
ect.

might want to correct this if its wrong

_____________________________________________________________________________

anyways here goes nothing (i wouldnt trust this entirely to work there is no gauruntee)

1)first of all you need to get a few things

*Jonwil's Scenery Importer - http://users.tpgi.com.au/adsloptd/rct3imp7.zip

a 3D Modeling program:

*Milkshape - http://www.download.com/MilkShape-3D/3000-2121_4-10362065.html
*Wings 3D - http://osdn.dl.sourceforge.net/sourceforge/wings/wings-0.98.31.exe

or any other (up to you)

2) now you need to make your shape in your 3D modeling program when you have got the shape and form you wanted save your project then export as a .ase if you cannot export as a .ase then export as .3ds or .ndo then download this program

Biturn - http://mirex.mypage.sk/FILES/bi085.rar

then open it up and convert to a .ase

3) now you need to edit the file you converted using a text editor note pad will do fine find this bt of the code:

}
*GEOMOBJECT {
*NODE_NAME "root"
*NODE_TM {
*NODE_NAME "root"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.000 0.000 0.000
*TM_ROW1 0.000 1.000 0.000
*TM_ROW2 0.000 0.000 1.000
*TM_ROW3 0.000 0.000 0.000
*TM_POS 0.000 0.000 0.000
*TM_ROTAXIS 1.000 0.000 0.000
*TM_ROTANGLE 0.000
*TM_SCALE 1.000 1.000 1.000
*TM_SCALEAXIS 1.000 0.000 0.000
*TM_SCALEAXISANG 0.000
}

then delete it then save and overwrite the original file

4) now we need to make your texture open paint and for now rather than making it difficult we will use one color only. do it black for now just fill the whole square black and its size should be 8x8 and then when this is done go to save as and save as 256colors format using the dropdown menu then save as SIOpaque for now. (also make another one the same color but this time put it in true color and the size 512x512 and save as Black for example you will see why we need this later)

5) now we can move onto the scenery importer. open up Jonwil's scenery importer (RCT3 Tool.exe). Click the button that says Scenery at the bottom now a window should open up click the button that says "Add" then a largish window should open up. A the top of this window there should be an option "Create OVL" select this then a new window will open. Now use the "Open ASE file" option and locate the 3d file you converted to a .ase and use that when you have selected it it should appear in the text box. Now move onto the texture by using the "Open Texture" button. Click this then load the file you called SIOpaque then again it should appear in the box select the top drop menu and make sure SIOpaque is selected then in the Second Drop Down menu No Colours should Be Selected for now when all thi is done Click Save OVL. Now here comes something which you may think is a dead end but it isnt. if you get this error:


http://img268.echo.cx/img268/1995/argh4ic.jpg

then you have got your texture wrong so you need to go back and try it again

if you got it right you may get this message when you click save:


http://img.photobucket.com/albums/v673/iceatcs/Snap1.jpg

dont panic if you see this just click retry then IT WILL CLOSE but dont panic if you look at where you tried to save you should have two OVL files which means it has worked.

6)Now we shall start to import the scenery into the game. to start of with choose a theme type from the menu. now put a theme name for your scenery in the bar provided that says "Theme Name". When you have done this we can move onto the icon textures. Click on the button that says "Icon Textures". Then a little window should open up. Click the add button at the top then another smaller window should open up with two boxes and a button which says "Load Texture" click that button and select the Black file we did earlier then put in the Texture name box at the top just call it black again then when you have filled everything in click ok and it should apear in the list. Now we can move onto text strings click the button which says "Text Strings" and again a small window should pop-up. Now click Add at the side (i arnt to sure about this bit it may be wrong can one of the experts correct me if it is please) Then put a name for your scenery here then put the text you would like it to say(i know this isnt very clear but im not to sure). Once you have done this click ok then from here on i arnt at all that good with the next bit as i can never get this to work so when i get this so can one of you scenery experts clarify this please.

hope this helps as far as it could

as i say i will make a more detailed and image version of this when i get everything

Tom.

Tom65789
06-26-2005, 06:40 PM
>>>>>>>> remembr this may not be right so dont think it is 100% correct <<<<<<<<<<<<

RCT4me
06-26-2005, 06:43 PM
For textures, you don't need one to set a color for an object, just use a material setting, rather than wasting time and HD space and memory with a texture.

GoldDrgn217
06-26-2005, 07:33 PM
Thanks :) Keep me updated on this stuff. I've got a strong background in Maya with polygon modeling for UT2004 so I may join in soon.

One question though. What happens when someone downloads a park that has custom scenery? Do they need to install the scenery themsevles, manually, or will it get saved with the park?

Spursman
06-26-2005, 08:05 PM
You say:

"3) now you need to edit the file you converted using a text editor note pad will do fine find this bt of the code:"

You're not being clear, where do you find this code?

CK the Fat
06-26-2005, 08:13 PM
add Anim8tor (http://www.anim8or.com/main/) to your list of 3d modelors. Cheapos like me will like it.

JCat
06-26-2005, 09:50 PM
Originally posted by Spursman
You say:

"3) now you need to edit the file you converted using a text editor note pad will do fine find this bt of the code:"

You're not being clear, where do you find this code?

Once you convert the model to ASE format, you use a text edtior to edit that newly created file. For example:

Say you made a model called "Window". If you save the model in Milkshape, you will be left with a file called Window.ms3d

Now, once you load up Biturn and locate the window.ms3d, you click on it, then you'll drop down a menu of many different formats that it can convert to. You choose ASE format. You click convert - and now you'll have a new file called Window.ase

Next, you open the window.ase file with any text editor, and remove that whole block of code which Tom65789 listed in the first message, and save. Now your window.ase file is ready to be imported into Jonwi's program.

Tom65789
06-27-2005, 06:25 AM
ok i will change a bit and pumper do you think you could help me complete this tutorial

Tom65789
07-02-2005, 05:31 PM
Originally posted by GoldDrgn217
Thanks :) Keep me updated on this stuff. I've got a strong background in Maya with polygon modeling for UT2004 so I may join in soon.

One question though. What happens when someone downloads a park that has custom scenery? Do they need to install the scenery themsevles, manually, or will it get saved with the park?

never thought of that

most likely they will have to download the file otherwise it will crash when loading the game