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MaxInfinity
08-01-2005, 05:16 PM
RCT3 Custom Objects With 3D Studio


Ok first off I'm not going to teach you how to use 3D Studio, if you have this
program and do not know how to use it,
Then you have more money than sense as the basic package is around £2500 or you have an illegal copy or possibly a demo, But the demo only lasts 30 days and it Will take you at least that just to grasp the basics of the program.

There are lots of 3d programs that will be adequate for creating custom scenery and I know a few people on the forums are using Milkshape and animator and these would be fine for the task, but this tutorial is for 3D Studio.

The version I'm using is V5 although it should be the same with all versions. This tutorial will go through the process step by step so that anyone should be able to follow them.
As I said before this is not a 3D Studio tutorial but instructions on how to create a piece of custom scenery and install into RCT3.

This is only possible due to the sheer determination and skill of jonwil using his scenery importer, Without which none of this would be possible.

Ok the aim of this tutorial is to create a full height straight wall piece, once you have mastered this you should be able (depending on your modelling skills) to create almost anything.

You will need the following programs for this tutorial
3d Studio Max 5 or higher (process maybe the same for earlier versions of max and also G-Max which is a cut down version
of 3D Studio and is free. However it does not export .ase files so you will need a converter).
jonwils RCT3 Scenery Importer.
A paint program for making your textures. Forget Photoshop, the best program for creating 3d textures is Uleads PhotoImpact (any version will do) I'm not going to tell you how to use it, I may do
a tutorial later if this one doesnít drive me crazy.

Step 1:
Load 3D Studio (well I did say step by step)

Step 2:
Once loaded you should see 4 windows, top, front, left and perspective. across the top of the screen you should see a drop down menu. Click the customize menu and select Units setup, select Metric then in the list box select meters. Click the system units. setup button and it should read 1 unit = 1.0 meters if it doesnít do that now, then close the windows.
Click customize again and select grid and snap settings, select the home grid tab, Set grid spacing to 1.0m and click the all viewports checkbox, leave everything else as default, then close the window.
Select the customize menu at the top of the screen, select show UI from the menu,
Click show tab panel.

Step 3:
Just above the front window, you should see a list box with View selected, from the drop down box select world.

Step 4:
Ok now we are ready to create our model. click in thetop viewport, a yellow box should appear around it. From the right hand menu select the create tab, the list box should have Standard primitives selected if not do this now. Click the box button, under creation method select box, select keyboard entry and enter the values Length 3.0m Width 0.2m and Height 4.0m, click the create button. click the generate mapping coords checkbox.

In the bottom right corner of the screen you will see the zoom extents all icon, http://www.damon-foord.pwp.blueyonder.co.uk/rct3/zoom extents.jpg Click it now. All 4 windows should now be zoomed in on our object.
In the perspective window, you should see a colored object resembling a wall on its side
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/perspective wall.jpg
At the moment this object is made up of 12 polygons (6 sides, 2 polygons per side equalling 12 in total) you can check this by right clicking on the object and selecting properties from the popup menu, It should show 8 vertices and 12
faces or polygons.

Step 5:
Make sure the object is selected, then from the right hand menu, select the Hierarchy tab, http://www.damon-foord.pwp.blueyonder.co.uk/rct3/heirarchytab.jpg Make sure the Pivot button is selected, then select the affect pivot only button and click the center to object button, then click the align to world button, de-select the affect
pivot only button. click the affect object only button, click the align to pivot button, de-select the
affect object only button. the screen should look like the pic. http://www.damon-foord.pwp.blueyonder.co.uk/rct3/object tut1.jpg

Above the front window the list box we set earlier may have reset to view, if so re-select world.

If you look at the left window, this displays the front of our wall turned up on its edge (don't worry it will look right in rct3, if it is selected you will see the axis arrows, the Y arrow which should be pointing to the left is pointing to the top of our object, we could rotate the grid so it looked correct but it doesnít matter, as we will only use the top, front and left windows for aligning.

Step 6:
make sure the select and move icon is selected. http://www.damon-foord.pwp.blueyonder.co.uk/rct3/select and move.jpg
if you look at the bottom middle of the screen you will see 3 listboxes X,Y,Z,
In the Y box type 1.5 (donít use the spin buttons, type it in) and press return on your keyboard. This will align the bottom of our wall with the ground plane in 3d studio and in rct3, failure to do this will make our wall appear half buried in rct3. In the Z box type 0 and press return, and in the X box, type -0.1 then press return.
Click the zoom extents all icon in the bottom right corner as we did before. http://www.damon-foord.pwp.blueyonder.co.uk/rct3/zoom extents.jpg
This will center our object in the view ports.
Your object and its pivot will now be correctly aligned in the 3d world and also in the rct3 world.

Step 7:
Next we are going to convert the object into a mesh. I tried lots of different methods for this but all were imperfect in Rct3 except for the one I will describe, you can experiment with these yourself later.
In the right hand menu you should see the word box with a grey background, right click on this and select nurbs from the popup menu. You will notice where before it had the word box on the grey background
it now says nurbs surface and in the viewport windows our object has subdivided. If you right click the object and select
properties again, you will notice the
object now has 36 vertices and 24 faces, we will reduce the faces slightly in the next step.

Step 8:
In the right hand menu you will see a listbox displaying modifier list, open this and select optimize. Our object or mesh now has 32 vertices and 20 faces (not a lot I know but every little helps).
In the right hand menu where it says optimize on a grey background, right click and select collapse to, this will add the modifier to the object stack and convert our object into an editable mesh.

Our object is now complete except for the texturing, which will be ready tomorrow.

All the files used in this tutorial and in the texturing tutorial can be downloaded from here tutorial files (http://www.damon-foord.pwp.blueyonder.co.uk/rct3/tutorial.rar)
The file contains the texture, .ovl, .ase and the .3ds files.

I've edited this post because I made a slight mistake at the beginning of the tutorial. This is now correct.

WalkingSnake
08-01-2005, 05:18 PM
I've worked with 3D Studio's demo before. It's an alright program. Worth over a thousand dollars? No..

Nice tutorial, though. :)

MaxInfinity
08-01-2005, 05:22 PM
Not worth it to us I agree but remember Industrial light and magic use it for all there special affects and films, which of coarse make millions so I suppose £2500 or $3500 aint a lot when you think about it. you could try MAYA which goes for over $9000 both maya and 3d studio were used for finding nemo, shrek etc.etc.

also some of the plugins for these programs cost more than the program itself, it could get very expensive.

wrcousert
08-01-2005, 05:30 PM
Originally posted by MaxInfinity
[B][SIZE=3][B]
Then you have more money than sense as the basic package is around £2500 or you have an illegal copy or possibly a demo,
But the demo only lasts 30 days and it

The educational version only costs about $300 US and any student is eligible. Not a student? Go to your nearest community college and sign up for a one unit course (probably less than $50) and you can buy all the software you want at up to 90% off.

MaxInfinity
08-01-2005, 05:34 PM
thats good news for anyone wanting to use 3d studio.

probably with the exception of maya, though its hard to choose between them 3d studio is the best 3d package you can buy it does however have a steep learning curve so expect to spend a few years mastering it.

JCat
08-01-2005, 05:59 PM
Well done, MaxInf - that's a great, handy tutorial - thank you for providing this. I'm looking forward to your texture tutorial - which is the one thing I haven't gotten down yet, as I've been using Milkshape for that process.

bored_dude02
08-01-2005, 06:11 PM
Originally posted by MaxInfinity
Our object is now complete except for the texturing, I will post the tutorial for this tomorrow.
Sounds good! I'm sure there are a lot of grateful peeps out there using your tutorials (your doing a fantastic job so far.) I hope you know how to make textures appear brighter 'in game.' Grrrrrrrrr. Just thinking about it makes my blood bubble! :mad: :sulk:

This is what I've to 'grrrr' about. lol! (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=485454)

http://img175.imageshack.us/img175/1622/ingamebackdrop8jy.th.jpg (http://img175.imageshack.us/my.php?image=ingamebackdrop8jy.jpg)

MaxInfinity
08-01-2005, 06:12 PM
Thanx pumper

I'm writing it as we speak. I may need to add pictures to the texturing part to better explain the process so it may take a little longer but what I will do is post the tutorial and add the pictures at a later date if its to confusing without them.

I'm off to work in 30mins but it should be finished about 6pm uk time.

bored dude if you follow my tutorials to the letter they will be perfect in rct3 all the shadows and lighting will reflect properly.

I created over 100 objects over 100 different ways before I got it right.

wabigbear
08-01-2005, 07:45 PM
Very nice tutorial, and very useful even if not using 3d Studio

pucechan
08-01-2005, 07:56 PM
Thanks for this MaxInfinity,

I'm still having MAJOR texturing issues, I've actually completed 3 Nintendo scenery sets, my Mario set, a Starfox set and an F-Zero set. But they aren't textured yet because no matter what I try I can't get them aligned ingame.

I've tried texturing in Milkshape (which I have no idea why that won't work as Marnetmar and Pumper have detailed how to do it to me exceptionally well :(), Maya (Which I achieved semi-success as long as I only wanted flat, thin-plane type objects :() and now I've moved to the demo of 3DSMax (Which I find a lot easier to model with but I've had no luck texturing :()

So I eagerly await your texturing tutorial !!!!

I'll be so glad to get that Mario Set OUT OF THE DOOR :) and if I never see a block again in my life it will be too soon :) hehe

MaxInfinity
08-02-2005, 03:19 PM
RCT3 Custom Object Texturing in 3D Studio

There were a couple of mistakes in the object tutorial, these have
now been corrected.

Ok here we go again with part 2 of the tutorial.
I will have to make this in 2 parts because there's to many images for 1 post.
If you did not follow the steps in the first part of this tutorial the chances are
your textures will not look right in rct3, I have experimented a great deal with
objects and textures in rct3 and if the object is not created right or aligned
correctly in 3d studio, they will not look right in rct3 so follow the first
tutorial to the letter, there are probably lots of ways of creating and texturing
that will work but so far this is the only one I've found that works and I have
tried 100's.

Step 1:
Load 3D Studio and load the object you created in the previous tutorial (you did save it didnít you).

Step 2:
Click the rendering tab, select the material editor icon,
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/material editor.jpg
Select the first map window in the editor, if a popup of that window appears just close it. With the first map window selected, click the standard button just below the map windows.

Click the rendering tab in 3d studio, then click on the material editor icon just below the tabs at the top of the screen. Select the first window in the editor, a white box should appear around it. Scroll down and open the maps section of the editor. Click the none button corosponding to the diffuse color. Double click bitmap and load the tutorial texture.Just under the map windows in the editor you will see a line of icons, click the go to parent icon.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/material parent.jpg
you should now be back to where you set the diffuse color map. If you want your texture to have a bit of depth you can add a bump map to your texture. Look at your texture in the
editor. Make sure the show map in viewport icon is selected.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/show map.jpg
Our texture is now ready to apply to our object/mesh.

****************************************************
You can skip this part if you donít want to add a bump map
In the listbox next to bump which should have a value of 30 in it set it to 100, You can adjust this to soften the bump later if you wish, now click the none button corosponding to the bump section, double click bitmap and load the tutorial texture again.
Now look at your texture in the editor you will notice it has a 3d effect, this may or may not look right depending on the type of texture your using, it looks great on brick and tile textures and makes them look much more realistic.
****************************************************

Step 3:
Move the mouse over the first map window with our texture in, left click on it and hold the left mouse button down. Drag the mouse over our object in the perspective window, when your over our object/mesh the mouse icon should change from the no
entry type icon to a rectangle shape icon, now release the left mouse button to apply the texture to our object. if the texture doesnít appear on our object/mesh In the perspective window, do 1 or all of the following. Check the show map in viewport icon, in the material editor is selected. In the perspective window, right click over the word perspective in the top left corner of the window and select smooth & highlights, right click perspective again and select texture correction, infact you can set smooth & highlights and texture correction in all 4 viewports, do this now.
If the texture still does not appear, it maybe that you did not generate mapping coords when we created the object. But don't worry it will appear when we map our texture.

Step 4:
If you look at the texture in the perspective window, you will notice itís the wrong way round.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/texture wrong.jpg
We will now correct this with Unwrap UVW. Before we continue
Iíll just give you a little info on the wonders of Unwrap UVW.
Say you had an object that required more than 1 texture, lets say you needed a different texture for each side of our wall, so thats 6 different maps or textures. Instead of having 6 different texture files, you could create all 6 textures in 1 windows bitmap .bmp file and map different parts of the combined texture to different surfaces on our object or mesh using Unwrap UVW.

Step 5:
Ok enough of that on with the mapping
You can close the material editor now, as we don't need it anymore for this tutorial. From the right hand menu which should still be open on the modifier tab select the modifier list listbox, from the listbox scroll down until you find Unwrap UVW,
Double click it, now in the window below the list box you should have editable mesh and above that you should have unwrap UVW. Scroll down the right hand menu to parameters and if its not open, open it and click the edit button. you should now
see a popup window of our texture with some of the faces of our object, we'll refer to this as the mapping window.

Step 6:
From the menu at the top of the mapping window select mapping, click flatten mapping And in the popup just click ok without changing any values. Our mapping window will
now contain the 6 sides of our object all separated, the 2 large squares are the front and back, the others are the top, bottom and left & right sides, of course if your object is a different shape from the one were using in this tutorial, they will look different.

Step 7:
Make sure the move icon is selected at the top of the mapping window. Holding down the left mouse button drag a box around all but one of the sides of our object in the mapping window, all the vertices should turn red, left click on one of these red
dots and hold the mouse button down, while still holding down the mouse button drag the selected sides outside the thick blue lined square, which from now on will be known as the texture square, you may need to zoom out a bit for this, you can do
this from the mapping window menu or use the mouse wheel if you have one. I dragged the top 5 sides in the mapping window just leaving the bottom one which is either the front or the back, so we'll say its the front.

Step 8:
The picture/map/pattern inside the texture square represents your whole texture, Outside this square its just tiled/repeated a few times. For this tutorial were going to map the whole texture to the front of our object. Left click and drag a box around the front face in the mapping window itís the one we left behind when we dragged the others out of the way. Now left click 1 of the red dots and drag it to the top left corner and align it with the texture square, left click and hold the mouse button and drag a box around the bottom 2 corners, now left click and hold the mouse button over one of the red dots and drag down and align with the bottom line of the texture square, now select the top right corner and the bottom right corner you can do this by either dragging a box around as we did before or click one corner hold down ctrl key on your keyboard and select the other corner, drag those 2 points over to the right and align with that side of the texture square. Your front face should now be the same size as the texture square,
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/mapping4.jpg
if you look in the perspective viewport your texture should now look correct, you may have to rotate the object in the perspective window depending on which side your mapping. If your texture is the wrong way round or upside down use the rotate +90 or mirror horizontal gadgets in the mapping window.

Your wall should now look like this in the perspective viewport.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/perspective1.jpg
In the perspective window, you may have to rotate it so it looks like the pic. Remember in 3d studio your wall is standing up on one of its edges in left and perspective windows in association to 3d studio's ground plane but providing you aligned the object/mesh and pivot points correctly in the first tutorial they will
be right in rct3, you could make them look right in 3d studio but Iím not going to get into that at the moment.

Step 9:
Ok we have now mapped the front of our object, we will now do the same for the back. move over to where you dragged the other faces earlier in the tutorial. we now want the back face, which is the other large white square, to make things easier we can hide the ones were not working with, at the bottom of the mapping window you will see a listbox with all IDs selected, open this up and select the numbers one at a time until only the back face of our object is showing in the mapping window. As you have probably worked out each number represents 1 side of our object and as we have 6 sides you will see the numbers 1 to 6 in no particular order in the list. Now you have found the back face (in my case its ID 1 yours should be the same but may be different) repeat step 8 which you did for the front face. You could now select all IDs again in the listbox to make it easier to align with the front face you mapped earlier. If you look at the texture inside the texture square the top left corner of the texture starts with a green half brick while the bottom left corner is a red full brick. Look at our object in the perspective window and rotate the object. Make sure the texture is the same on the front and back, we donít want 1 side of the wall to have a full brick in the corner and the other side to have half a brick, if this is the case use the rotate +90 or mirror horizontal gadgets in the mapping window on either the front or back faces so they are the same.

Step 10:
Ok now we have the front and back of our object mapped.
Now we will map the top and bottom of our object. Select one of the long thin rectangles we dragged out the way earlier, it doesnít matter which one as were going to map the same area for the top as the bottom. Here we are just going to map 1 row of the bricks from our texture to the top and bottom faces. With your top or bottom face selected, drag it over to the far left
of our texture square, select all IDs and align it with the left edge of the faces we have already mapped, select the top and bottom right corners and drag them to the right and align them with the right side of the faces we have already mapped. If you look in the
perspective window while moving the face in the mapping window you will see which side your working with, as the texture will move in the perspective window aswell. If you set smooth & highlights in all the viewports this will help, for instance, you will see from the perspective window if its the top/bottom or left/right faces your editing, if you look at the direction/axis arrows in any view port they will tell you what part your looking at. Look at the perspective window, the Y axis is pointing to the top of your object so obviously the other end is the bottom. So now I know the face I have selected in the mapping window is the top of our object. Now look at the front or back face in the perspective window and notice the first row of bricks at the top of the texture, the row starts and finishes with a green half brick
so we need to find a part of our texture in the mapping window that matches. The first row in the mapping window does then every other 1 also does so drag your selected faces to one of these rows, does not matter which one and center it vertically over the row,
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/mapping6.jpg
look at the results in the perspective window it should be aligned
properly. Do the same for the bottom face except if you look at the bottom row of bricks, it starts with a red full brick and ends with a blue full brick, so when you align in the mapping window make sure you center it vertically over a matching row.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/mapping7.jpg

MaxInfinity
08-02-2005, 03:20 PM
Step 11:
Just the sides to do now (soon be finished "good coz I'm getting bored now")
Select one of the sides in the mapping window and drag to the middle of the texture square, with it selected click rotate +90 in the bottom right corner of the mapping editor, align it with the top of the texture, now select the bottom left and right corners and drag down to the bottom of the texture, align with the bottom line of the texture square. Now align it horizontally so that the cement lines around the bricks only go horizontally through the selected face and that the colors match the front and back texture colors for the side your mapping.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/mapping5.jpg
Do exactly the same with the remaining face, remember one side will have a green and red face as in the pic above and the other will have a blue and green face, so make sure you align the faces over the right colored bricks. the mapping window should now look like this.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/mapping tut.jpg
you may have to rotate or mirror the faces in the mapping editor or adjust there sizes to get things to line up properly.

Ok 1 more thing then were finished. close the mapping window, in the right hand menu Right click the unwrap UVW just above editable mesh and select collapse to. your object should now look like this.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/perspective finished.jpg
Now save your object.
You can also now export your object as an .ase file, ready for importing with jonwils scenery importer.
Select file from the top menu, select export, type a name for your file and save as type ASCII scenery export [*.ase] use the settings in the pic.
http://www.damon-foord.pwp.blueyonder.co.uk/rct3/EXPORT.jpg

And that as they say is that
Remember if you donít align your object and pivot points as described in the first tutorial, you'll be wasting your time with this texturing tutorial.

Check out Klinns tutorial for using jonwils scenery importer.

Use the std brickwall 3h sids file when importing.

JCat
08-02-2005, 03:33 PM
(claps with full force). Well done, MaxInfinity - I'm sure this will come in handy for many of us. By the way, after texturing, will these turn out ok in RCT3 as far as not having that shadow problem or that annoying lamp issue where an object doesn't light up when a lamp is placed right by it (I haven't read through it yet as I am at work so forgive me if it was mentioned)? Those were the main problems I had with Max.

Thanks again for your hard work on this - :up: :up: :up:

MaxInfinity
08-02-2005, 03:37 PM
Thanx Pumper

yes the shadows and lighting are correct. if you download the tutorial files in the first thread, there is the completed object after its been through jonwils importer so just drag this folder to your rct3/style/themed folder and load rct3 and you can check the object out without doing the tutorials. the .3ds, .ovl, and .ase files are there as well.

Disfan1
08-02-2005, 05:52 PM
Thank you so much maxinfinity!!!:)

I too have 3DS MAX and had been getting an error when i imported stuff into the game. The lights would react with the scenery. meaning the scenery would remain dak, even if i places a light next to it.

But now it's all fixed!

http://img150.imageshack.us/img150/7092/shot00195yp.jpg

Thanks so Much!!!

MaxInfinity
08-02-2005, 05:57 PM
Originally posted by Disfan1
Thank you so much maxinfinity!!!:)

I too have 3DS MAX and had been getting an error when i imported stuff into the game. The lights would react with the scenery. meaning the scenery would remain dak, even if i places a light next to it.

But now it's all fixed!

Thanks so Much!!!

No worries glad I could help.


[EDIT] Have now found a way to reduce the polygons from 20 to 12 which is the lowest you can have for wall pieces.
The shadows and lighting still work properly on the reduced poly objects. will post how when I get up. I'm off to work now.

bored_dude02
08-02-2005, 07:58 PM
Thank you so much MaxInfinity, I can't wait to try this out. One quick question though, can somebody give me a link to a program that converts P3D files to ASE? I've done a search on google and I can't find one......

Klinn
08-02-2005, 08:48 PM
Excellent job, MaxInfinity! :up: :up: This will be an extremely useful tutorial, and the illustrations you added make it even clearer than before.

Thanks very much for taking the time to put this together and share it with your fellow enthusiasts! More thumbs up... :up: :up: :)

MaxInfinity
08-02-2005, 09:50 PM
Thanx guys

I would'nt have known where to start without your Importer tutorial Klinn, so thank you.

And thank you jonwil without whom none of this would be possible

I',m gonna thank him every time I post, I think I have in most lol:)

oh that rhymes.

MaxInfinity
08-04-2005, 05:38 PM
some people have been asking if pivot alignment makes any difference to the look of objects in rct3.

I replied I'm 99% sure that rct3 uses this data for shadowing/lighting etc.

Earlier today I set out to prove one way or another if this was right.

and I'm pleased to say I now know the answer and will let you know sometime.

Only kidding








The answer is as I thought, below are a couple of pics to prove this.

In this pic the pivot point axis on the curved wall piece is not aligned correctly.

http://www.damon-foord.pwp.blueyonder.co.uk/rct3/curvedwallmisaligned.jpg

In this pic the pivot point axis on the curved wall piece is correctly aligned.

http://www.damon-foord.pwp.blueyonder.co.uk/rct3/curvedwallaligned.jpg

Just thought I'd better mention each pic contains 4 curved wall pieces joined together. just incase anyone thought it was a single piece, although looking at the first pic its easy to tell so I don't know why I'm bothering to tell you, but hey, I've started so I'll finish.

Please also remember my tutorials are for 3d studio, don't try to follow them with a different program and expect them to work.

composerboy
09-26-2005, 08:55 AM
First, Thanks you so much for these tutorials. Finding them made me want to play RCT3 again, knowing I could make pretty much whatever I want - given enough time. I do have one question - please direct me to the answer if I've missed it, but how did you get the poly count back down to 12 for the finished wall pieces?

Thanks again

MaxInfinity
10-30-2005, 01:57 PM
1st off sorry I aint been around, I wont go into why as I've already explained in another post.

2nd Mods please merge this with my 3d studio thread as I did'nt want to ressurect a thread over 30 days old.


ok a few people have asked about imported objects appearing upside down or on their side when imported into rct3.

the easiest way to align your object is as follows (in 3d studio)

use the left view, your object should appear on its side in this view (its just because of the differences between 3d studio worl and rct3's world)

once your object appears correct in the left view (i.e. on its side)
you then need to align the objects axis (read the tutorial to find out how important this is)

if you look at the menu bar along the top of the screen you will see a list box, which says something like axis align (3d studio is not installed on my pc at the mo so i'm not sure of the exact wording) make sure world is selected in this list box.

select hierarchy from the right hand menu, and select affect pivot point only and align to world if your objects axis marker moves, then your objects axis is not aligned to the world axis.

if your objects axis marker is the same as the axis markers in the view windows, then your object is aligned properly and providing its in the right position on the 3d grid, it will appear correct in rct3.

if your object is not aligned then do the following.

first make sure the object itself is showing correctly in the left window (i.e. on its side)
click the perspective view to activate that window.
select objects from the top menu bar and create a box 1x1x1
make sure the box is not touching your original object in any way.
now with your new box selected go to hierarchy, click affect pivot point only, then while watching the box's axis point in the perspective window, click align to world, you should find the box's axis marker does not move, indicating the box is aligned correctly with 3d studio's world.

make sure the box is still selected and select boolean from the top menu. in the right hand menu you should now see the boolean options, click the select other object button, and then click your object to select it as the second object, then select remove a from b, the box will dissapear leaving your original object correctly aligned.

you can now test if your object is aligned by doing what you did earlier i.e. select hierarchy from the right hand menu, and select affect pivot point only and align to world, your objects axis marker should not move, if it did, you did something wrong.

make sure that the list box on the top menu always displays world.

TheSkipper
10-30-2005, 02:08 PM
Merged at your request, but just so you know in the Exchange, 30 day restriction has been removed

MaxInfinity
10-30-2005, 02:10 PM
nice one thanx skipper. I know you got a few doubters but, I like the new layout better, it seems a lot easier to find things.

(edit)
Originally posted by composerboy
First, Thanks you so much for these tutorials. Finding them made me want to play RCT3 again, knowing I could make pretty much whatever I want - given enough time. I do have one question - please direct me to the answer if I've missed it, but how did you get the poly count back down to 12 for the finished wall pieces?

Thanks again

thanx composerboy
sorry for the late reply the answer to your question is as follows.

when you create your wall piece 4x3x0.2 then you convert to nurbs and optimise, you end up with a mesh with 20 poly's/faces. To get this down to 12, create your object with a size of 4x3x4, then convert to nurbs, and then optimise. Your object will now be 12 poly's/faces, now just resize using the points of your object, use the transform typein tool instead of dragging the points, that way you'll get the size exact.

hope that helps, I know its a bit vague, I'll explain better when I get more time.

Justin556
11-05-2005, 10:52 PM
can you tell me web site i want to try it out

RCT-Spanky
12-16-2005, 08:23 AM
Just an idea ... what do you think about a blank set of wall- and roof-objects for 3Dmax.

Walls - height 1, 2, 3 and 4 meters.
Roofs - height 1.5, 2, 3 and 4 meters

Also curved walls and rooftypes.

This set should also contain a texturemap with some standard-textures.

Anyone who had 3Dmax or a similar program can use this basic-set for his own first scenery. Apart from that the different scenery pieces wil match in size and can be combined.

As I wrote at the beginning ... it's just an idea.

Guybrush_47
12-17-2005, 02:05 PM
I'm having the problems with the shadowing, what did you do to the pivot to make the shadows behave correctly on the walls? Did you have to split the object up and centre the pivot to the centre of the object?

I'm creating a simple 3 angled curved wall for reference.

[EDIT]

Nevermind, i spent 3 hours messing with pivots and texturing only to realise it was a bad model, redid the model and worked first time. Jeez.

MaxInfinity
01-09-2006, 03:04 PM
Glad you got it sorted

Eagle001
01-12-2006, 01:56 PM
I wouldn't mind using this; but I haven't found out where I can buy the program. :cry:

Does anyone know? :D

Phil
01-12-2006, 02:52 PM
Eagle001, here is a trial and purchase page.

Autodesk 3ds max (http://usa.autodesk.com/adsk/servlet/index?id=5659302&siteID=123112)

You can buy online if you wish. Remember this is a multi-thousand dollar program, :P Try the trial first.

colemanerik
01-13-2006, 03:46 AM
you guys could d/l g-max which is the free version of 3D Studio Max which just doesnt have all the major stuff you wont need for this type of modeling.

Eagle001
01-13-2006, 10:19 AM
Eagle001, here is a trial and purchase page.

Autodesk 3ds max (http://usa.autodesk.com/adsk/servlet/index?id=5659302&siteID=123112)

You can buy online if you wish. Remember this is a multi-thousand dollar program, :P Try the trial first.

Thanks for the info. :up:

This looks like what I am looking for. :D

Eagle001
01-24-2006, 08:30 AM
Eagle001, here is a trial and purchase page.

Autodesk 3ds max (http://usa.autodesk.com/adsk/servlet/index?id=5659302&siteID=123112)

You can buy online if you wish. Remember this is a multi-thousand dollar program, :P Try the trial first.

Sorry it took so long to get back to you. Thanks for your help! :up:

Jynxed Shadow
05-09-2006, 07:49 PM
RCT3 Custom Objects With 3D Studio

All the files used in this tutorial and in the texturing tutorial can be downloaded from here tutorial files (http://www.damon-foord.pwp.blueyonder.co.uk/rct3/tutorial.rar)
The file contains the texture, .ovl, .ase and the .3ds files.



The file is corrupt, multiple download attempts done with different methods, with the same error being given


1 tutorial.rar: File "test\style.common.ovl" header broken
2 tutorial.rar: Unknown method in test\style.common.ovl
3 tutorial.rar: File "test\style.unique.ovl" header broken
4 tutorial.rar: Unknown method in test\style.unique.ovl
5 tutorial.rar: File "test\wall\tutorial2.common.ovl" header broken
6 tutorial.rar: Unknown method in test\wall\tutorial2.common.ovl
7 tutorial.rar: File "test\wall\tutorial2.unique.ovl" header broken
8 tutorial.rar: Unknown method in test\wall\tutorial2.unique.ovl
9 tutorial.rar: File "test\wall" header broken
10 tutorial.rar: File "test" header broken
11 tutorial.rar: File "tutorial.bmp" header broken
12 tutorial.rar: Unknown method in tutorial.bmp
13 tutorial.rar: File "tutorial2.unique.ovl" header broken
14 tutorial.rar: Unknown method in tutorial2.unique.ovl
15 tutorial.rar: File "TUTORIAL2.ASE" header broken
16 tutorial.rar: Unknown method in TUTORIAL2.ASE
17 tutorial.rar: File "tutorial2.common.ovl" header broken
18 tutorial.rar: Unknown method in tutorial2.common.ovl
19 tutorial.rar: File "maxtutorial.max" header broken
20 tutorial.rar: Unknown method in maxtutorial.max

marnetmar
05-09-2006, 08:51 PM
Jynxed Shadow, The link worked fine for me, if you want to send me a PM with your e-mail I'll send you the files in a zip file.

Jynxed Shadow
05-10-2006, 04:34 PM
Jynxed Shadow, The link worked fine for me, if you want to send me a PM with your e-mail I'll send you the files in a zip file.

Yes the link works fine for me too, it's the file itself, that's corrupted.
Or so WinRAR is claiming.

I'll pm my email, the zips are greatly appreciated.

S0RD3N
07-07-2006, 06:58 PM
I feel like such a newbit posting in such an old thread. Anyway, How am I supposed to follow Klinn's tutorial for jonwils importer if it's not for the current version of it? I got a rude awakening whenever I tried Klinn's tutorial and the importer crashed no matter what I did. :(

hag365
07-23-2006, 10:14 AM
I use blender, its just as good as 3ds max and maya, (unless your pixar and need the best of the best and nicest models, but blender is free and can easily accomplish any custom scenery for rct3.

Moby
10-08-2006, 10:37 AM
RCT3 Custom Object Texturing in 3D Studio

Step 6:
From the menu at the top of the mapping window select mapping, click flatten mapping And in the popup just click ok without changing any values. Our mapping window will
now contain the 6 sides of our object all separated, the 2 large squares are the front and back, the others are the top, bottom and left & right sides, of course if your object is a different shape from the one were using in this tutorial, they will look different.



I was following this tutorial step-by-step and it was all going great until this step. In the mapping window there was no texture, just the grid and lines. And the 'flatten mapping' menu option was greyed-out; i couldn't select it.

This is a great tutorial i'd love to get through it correctly. Please help!

MaxInfinity
10-08-2006, 01:08 PM
Hi pyro
What version of 3ds are you using. the tutorial was done using 3ds max 5. I recently upgraded to version 8 and I cant even map textures with it yet because they've changed how it works, and I hav'nt the time or need to go through the mannual at the moment, If your using max 8, maybe someone else can help you, if your using V5 it should work fine. I'm sure there is a button on the mapping screen to manually load a texture, you could try that.

Hope this helps.

Moby
10-08-2006, 02:18 PM
Thanks, but i am using 8. I managed to make the texture appear in the mapping window, but the 'flatten mapping' menu button is still disabled.
I'll keep trying.

BannanaBoy
10-10-2006, 12:35 PM
1st great tutorial learned a lot. but i need a bit of help can you tell me how to make

roofs
diaganal walls
and even diaganal roofs

please thanks

MaxInfinity
10-10-2006, 03:07 PM
glad the tut helped

Diagonal walls are the same as normal walls except their slightly longer and are aligned diagonally across the base grid in the 3d prog.

the easiest way to do roofs is to create a triangle shape and extrude it to the correct length, then you can add to or more of these to form different roof parts, and delete any hidden faces to keep the poly count to a minimum, all my roof pieces started off as a single triangle, and then they were adjusted to there final shape,

When I was making cs I used to keep a basic copy of each piece to use as a template, then make sure it lines up as it should in rct3, then just use the copy to reshape into your final model, thus avoiding the need to align every model you make, remember to save to a different name, so you don't overwrite your template model. The hardest part really is texturing and probably the most important part aswell, ultimately its the texture that will make your object good or bad. Dont waste your time applying bump maps to your object in your 3d prog, rct3 will not display them, instead use a paint prog that can add 3d effects to the actual picture you will be mapping to your object, I used to use photoimpact, which in my opinion is the best for this type of work.

hope this helps

Belgabor
10-10-2006, 03:32 PM
Diagonal walls are tricky to get right. I'd recommend easier things first :)

BannanaBoy
10-10-2006, 03:43 PM
glad the tut helped

Diagonal walls are the same as normal walls except their slightly longer and are aligned diagonally across the base grid in the 3d prog.

the easiest way to do roofs is to create a triangle shape and extrude it to the correct length, then you can add to or more of these to form different roof parts, and delete any hidden faces to keep the poly count to a minimum, all my roof pieces started off as a single triangle, and then they were adjusted to there final shape,

When I was making cs I used to keep a basic copy of each piece to use as a template, then make sure it lines up as it should in rct3, then just use the copy to reshape into your final model, thus avoiding the need to align every model you make, remember to save to a different name, so you don't overwrite your template model. The hardest part really is texturing and probably the most important part aswell, ultimately its the texture that will make your object good or bad. Dont waste your time applying bump maps to your object in your 3d prog, rct3 will not display them, instead use a paint prog that can add 3d effects to the actual picture you will be mapping to your object, I used to use photoimpact, which in my opinion is the best for this type of work.

hope this helps

can you give me a tutorial pleaase i just followed the tutorial before i dont know how to make things bigger and smaller can you please give me one for

diagonal walls

also i dont understand how to make triangle and do stuff to it can you also give me a tutorial for the roof please

also if you do a normal roof and turn it the same way you do to a diagonal walls will it make a diagonal roof

the only reason i am asking for the tutorial is because i dont know how to turn it diagonnaly or the numbers your ment to put in

thanks if you can do that

bannanaboy

p.s can you do a tutorial with pictures and explain fully please like give me all the numbers and buttons to press thanx

Usf geek
10-10-2006, 03:58 PM
If your a beginner you shouldnt be starting of with 3D studio, Heck, Even I cant figure the bloody thing out. Try and get some objects In-game with Sketchup, Milkshape, Anim8or whatever as long as your comfortable with It.

And there's no way In hell someones gonna do a tutorial like just just for you, We have lives and better stuff to do than acting as your little monkey-boys/girls.

MaxInfinity
10-10-2006, 04:22 PM
In answer to you questions..........
NO
NO
Yes
NO
I havn't got 3d studio installed at the moment so I cant do tutorials, plus I havn't got the time.
The basic functions of 3ds are as easy as any other 3d prog, just play around with it, there are lots of 3ds tutorials, just search google, these will get you familiar with the basics of modeling, which is all you will need for rct3. Once you have learn't the basic modeling skills, use the tut on this site.

to be honest, I've lost interest in rct3, and until Atari/Frontier release full info on creating custom scenery, I don't think I'll regain the interest I once had.

BannanaBoy
10-10-2006, 04:22 PM
ok then

BannanaBoy
10-11-2006, 05:03 AM
er hi i am not going to bother anyone any more but can some one answer this question DONT give me a tutorial

how do you make a normal wall diagonal

and if you dont want to answer can you give me some links to a help site

Moby
10-11-2006, 06:45 AM
to be honest, I've lost interest in rct3, and until Atari/Frontier release full info on creating custom scenery, I don't think I'll regain the interest I once had.

Well that's a shame. I really like the way the community is working so well together, taking rct3 to new levels, without the help of atari. It would be nice if they released info on custom scenery, but i'm sure it wont happen, it seems their interest in this game died before yours did. And of course they're purely profit motivated.

:atari:Hey Atari- How about a new expansion; "RCT3; Custom"!!!:atari:
How cool would that be.

MaxInfinity
10-11-2006, 08:14 AM
The thing is Moby, I dont have the time now either.
And to do a full cs theme as you probably know takes ages, with a lot of trial and error, I along with many others spent months on cs, when in reality with the right information, it would have taken a couple of weeks.
Rct2 is still going strong due to cs, it has long outlived its sell by date, as I'm sure will rct3, with no help from atari/frontier. The fact is PC users want modability in their games, some games out there now are so modable, they can be made to look like a totally different game, so game houses either keep up with the trend or get left behind, and its this modability, that seperates PC gamers from console gamers, and I'm sure it won't be long before we see modability on console games.
Atari/frontier Havn't even had the curtiousy of saying why they won't release the info/tools for cs.
Reasons I can think of

1) too much custom scenery will crash/strain the game
a) yes it will, but its less likely to do it if the cs is created how it should be.

2) We may loose money on future expansions.
a) Only if they are rubbish.

3) we don't like you and were not telling you;)
a) well at least we got an answer.

Moby
11-09-2006, 10:18 AM
^Well said.

Max Infinity,
I've been trying to bring quite a complex object into the importer, a pool table, but it keeps crashing. The object is made up of a few objects that are editable polys, and one which is a standard box. When i deleted everything except the box, it did import. Therefore it's having trouble with the editable polys. I converted them to editable meshes, it still crashes. There is no option to convert to NURBS, i guess because they're editable polys? Please help!

EDIT: Got there! After much trial + error, i think i found it's using soft selection and fillet that the importer doesn't like. So i remade these objects using basic functions.

MaxInfinity
11-27-2006, 08:24 AM
Sorry for the late reply, I hav'nt been around much lately.
Glad you got things sorted.
I would be careful with what modeling tools you use, as I know there are certain tools the importer does not like, and even if the importer acepted them rct3 may not. The one that comes to mind is the loft tool, its a fantastic tool that makes short work of complex models, but the importer will not accept models done using it, At least the old importer did'nt, hav'nt tried it with the new importer.

Belgabor
11-27-2006, 10:06 AM
Some of the tools probably don't affect the model on mesh level or add something like modificators to it. To make it work you need to find a way to "realize"/apply them to the model on mesh level, then the importer should be able to use them.

MaxInfinity
11-27-2006, 11:15 AM
I Have tried the slice tool with the new importer and it works fine, It never used to on the old importer. I give the loft tool a try when I get time.
I always collapse back to a mesh before exporting, so as you say some meshes must retain some of the tool modifications. Boolean is also fine, Iv'e left the object as a boolean, forgeting to convert back to a mesh sometimes, and its worked fine. Mesh modifiers like bend,skew,taper etc all seem to work fine, As you say their modified at mesh level, whereas loft starts life as a shape and path and only becomes a mesh when you convert it. Im sure I've imported nurbs before without converting aswell.
There are always other ways of achieving the results, its just that these tools take the brain power away, Not that I have much to take away.
I don't know if any of the other 3d progs have a nurbs option, but for the guys making rocks etc, nurbs is perfect. imagine looking down from the top of your object and slicing 10mm of it, you draw the slice shape, then slice of another 10mm and draw the slice shape, keep doing this until you have nothing left, then just join the slices together and add the faces, either automatically or manually.

Belgabor
11-27-2006, 01:47 PM
Blender can also do NURBS, but I found it's capabilities to convert them to a mesh lacking last time I tried, at least using the modelling method I used (deforming a nurbs sphere by a lattice iirc).
What works and what not probably depends on what ase theoretically supports. If 3DS can write a certain supported feature it will, if it's not supported by ase, it will be automatically converted. If the first case happens, there might be trouble importing it.

CoasterSim.Fan
11-27-2006, 11:57 PM
I know this is late but a diagonal wall is 5.657 in 3D units wide.

DarkMeasures
12-07-2006, 11:04 PM
I think I might try to learn to use 3Ds max. Though I don't understand 3D modeling programs at all. But my school has it installed on most of the computers and I can get pro for $150 through the school.

MaxInfinity
12-14-2006, 07:04 AM
3d studio is a great 3d Program, infact in my opinion its the best. I have used Maya, Lightwave, cinema4D etc, all these progs are great, But I prefer 3d studio.
If your using it just for RCT3 CS, you wont use 80% of it.
If you decide to use it, I will provide any help I can.

Novix
12-14-2006, 07:33 AM
I'm learning 3D studio max too, but i really don't get 'a ****' of what you are saying in your tutorial :p

i'm using version 8, and you version 5 or something.. It looks weard, but there are many differences.. can you help me with version 8 as well?

MaxInfinity
12-14-2006, 08:25 AM
The tutorial was done sometime ago now, using 3ds 5. I use 3ds 8 myself. most of the changes from V5 to V8 will be invisible to most users, as they are code updates for tools, rendering etc. Theres very little difference in the GUI between the versions, so the tutorial should work for all versions. That said, the texture mapping is slightly different, although it works roughly the same. Tell me where your having problems and I'll try and do my best to help.
If I don't reply to any posts in this thread within a day, just pm me, as I very rarely read the stickies, and keep forgetting about this thread, so just give me a nudge.

I don't know how many of you are using 3ds, but if there's enough people interested. We can set up a live tutorial via msn. only something simple, like creating and importing a wall piece into rct3. I'm not sure if msn has voice option, as it would be easier to talk you through it than to type it, and a lot quicker as well. If there's 4 or more people interested, I'll set something up.

Novix
12-17-2006, 03:43 AM
Interesting.. of just make a video tutorial with Camtasia Studio :)
I can upload it to my website if you want..

The problem for a live tutorial is that i live in Belgium.. It's now allmost 10 o'clock in here, but allmost all Americans are still sleeping

kornsoadhts
12-20-2006, 04:55 PM
I'm trying to make my own animated models for a dark ride I'm making behind the scenes. I'm making a door, but I don't know how to get the animations into RCT3. I have the model made, but how do I get it to move (doors open up)? I want to be able to make it open after the coaster approaches it also.

Is this possible? If so, can you give me some instruction as to how to make it work?

Belgabor
12-20-2006, 05:55 PM
No, the importer doesn't support animation yet.

kornsoadhts
12-20-2006, 07:40 PM
Thanks for the fast response. I have another question:

Is it possible to add particle effects to a custom model? or at least a reference to a particle effect?

Say I made a giant torch, completely custom...How would I get the flame into the model without adding it later in-game?

MaxInfinity
12-21-2006, 06:22 PM
By adding An effect point to the model in the importer.

Belgabor
12-21-2006, 07:43 PM
Read DRPs matrix tutorial, it explains about particle effects and how to set them up.

kornsoadhts
12-21-2006, 11:11 PM
Ok, thanks a lot. I saw something about effect points but never looked into what there were. I'll go check it out.

kornsoadhts
12-23-2006, 01:49 AM
Is it possible to unweld vertices in 3ds max? My model is very square but in game is appearing roundish and odd because I can't unweld the vertices.

MaxInfinity
12-23-2006, 02:50 AM
yes you can, but you do it by detaching the faces, rather than working on the vertex level, Select the face or poly that contain the verticies you want to unweld, with the faces selected, click detach from the right hand menu, a box will pop up asking you to name the detached piece, or you can select the default name, does not matter what you call it. You will now have 2 meshes, which unless you want to texture with 2 different textures, you don't want, so click the attach button in the same menu, and click the piece you just detached. The faces you detached will now be rejoined to the main mesh and have their own verticies, instead of sharing them with other faces/polys. If you want to weld verticies, select the ones you want to weld and click weld in the right hand menu. This will weld all selected verticies within the default range of eachother, which I believe is 0.001 unit, you can change this but I would not recomend it if your batch welding.

kornsoadhts
12-23-2006, 03:30 AM
Thanks. I just tried it out and it made my model look 100x better.

cjleonard
04-01-2007, 09:24 PM
Forgive me if this has been covered, but would someone be able to help me out with this slight problem?

Pic 1 is the 3ds render, pic 2 is in-game. Can someone tell me how to fix it up please?

http://img384.imageshack.us/img384/2952/trashcan1zn1.th.jpg (http://img384.imageshack.us/my.php?image=trashcan1zn1.jpg)

http://img71.imageshack.us/img71/5333/ingameyb5.th.jpg (http://img71.imageshack.us/my.php?image=ingameyb5.jpg)

LuDaRollercoast
04-12-2007, 04:03 AM
Select the first map window in the editor, if a popup of that window appears just close it. With the first map window selected, click the standard button just below the map windows.

Click the rendering tab in 3d studio, then click on the material editor icon just below the tabs at the top of the screen. Select the first window in the editor, a white box should appear around it. Scroll down and open the maps section of the editor. Click the none button corosponding to the diffuse color. Double click bitmap and load the tutorial texture.Just under the map windows in the editor you will see a line of icons, click the go to parent icon.

Step 3:
Move the mouse over the first map window with our texture in, left click on it and hold the left mouse button down. Drag the mouse over our object in the perspective window, when your over our object/mesh the mouse icon should change from the no
entry type icon to a rectangle shape icon, now release the left mouse button to apply the texture to our object. if the texture doesn’t appear on our object/mesh In the perspective window, do 1 or all of the following. Check the show map in viewport icon, in the material editor is selected. In the perspective window, right click over the word perspective in the top left corner of the window and select smooth & highlights, right click perspective again and select texture correction, infact you can set smooth & highlights and texture correction in all 4 viewports, do this now.
If the texture still does not appear, it maybe that you did not generate mapping coords when we created the object. But don't worry it will appear when we map our texture.



these are the parts that's tripping me up. You don't say what to do once you select standard. In my 3Ds max I can't click texture correction.

the texture I've loaded ( the tutorial texture ) is as if it's in the inside of the wall. http://i11.tinypic.com/2ecq0lw.png I've followed all of the first steps. lol, 80% was already done.

I'm trying to learn this to make Catwalks. Are there any tutorials on that?

DarkMeasures
09-20-2007, 01:54 PM
Ok.... I didn't read through the topic and I know the first post is 2 years old, but why would you ever work with nurbs? Shouldn't all work be done via polygon?

I don't know. I learnt how to model in 3DS max in college yesterday... I have to make a robot arm and animate it...

I don't know.

Is there a newer tutorial to work from?
And another thing. The modeling sounds like it is easy as pie to work with. From what I understand the texturing will be a pain. Especially since I don't know how to individually assign textures to faces... or know if that is possible.

osiris80
09-20-2007, 05:08 PM
I have been dabbling in 3d software for many years... and found 3ds to be my fav...

however, when modeling in nurbs, it blows my poly count sky high... even after I have optimized... and because of that, I have only made a few small CS objects for my own use...

I too would like to know if anyone has found a way to import without having to build or convert to nurbs.

... and yes... I'm a noobie... but I visit this forum daily.

azanderz
03-30-2009, 10:40 AM
Can someone help me with this very noob question, but i dont think you tell in the tutorial or i just missed it. how do i import a texture ?
Also i would like to know if i can export from 3ds max to the importer. Because when i export as .ASE file and load it in the importer there is a group but it is broken. I get that red star icon.

CompressedAir
10-27-2009, 09:59 AM
Can somebody help me please.

Step 7 doesn't seem clear to me, I'm using 3DSmax 2010 and i cant find this 'grey box' anywhere :S

Step 7:
Next we are going to convert the object into a mesh. I tried lots of different methods for this but all were imperfect in Rct3 except for the one I will describe, you can experiment with these yourself later.
In the right hand menu you should see the word box with a grey background, right click on this and select nurbs from the popup menu. You will notice where before it had the word box on the grey background
it now says nurbs surface and in the viewport windows our object has subdivided. If you right click the object and select
properties again, you will notice the