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View Full Version : Scrap metal scenery - another attempt


DrMontigo
11-12-2005, 04:07 PM
You might (or more likely might not) remember my failed attempt at custom scenery. A lack of intrest from the forum and a lack of progress by me killed it in the end and the results are here (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=491064) :P

http://img289.imageshack.us/img289/2271/preview28ku.jpg

The good news is I'm willing to have another go, so here goes! I'll be using the demo version of 3DS Max, Rhino, The Gimp and Pro Desktop to create the whole set; which gives me exactly thirty days to finish before they expire. :D Whatever I have at the end is yours. Wish me good luck, it begins tomorrow!

MaxInfinity
11-12-2005, 09:08 PM
Good luck doc
if you need help with 3ds let me know and i'll do my best to help

marnetmar
11-12-2005, 09:51 PM
Good Luck DrMontigo :up: :up:

flaminlambo
11-13-2005, 07:32 AM
wow, that would be very useful. good luck :up:

DrMontigo
11-13-2005, 03:21 PM
As soon as I find a download link for 3DS max that works I'll get going, unless there's another program that can skin 3DS files?

And here's another teaser while you're waiting, though most of it is already in RCT3 :p
http://img163.imageshack.us/img163/9569/preview23qu.jpg

sinerman
11-13-2005, 04:32 PM
nice looking walls, any plans for a roof peices ?

DrMontigo
11-13-2005, 05:02 PM
The plan is for a complete set. (walls, windows, roofs, floors etc.) The reality is I'm a newbie :) I'm having to re-learn skinning in Gmax, as I can't seem to be able to find a 3DS Max demo... The layout is similar but not as versitile...

MaxInfinity
11-13-2005, 06:20 PM
Hey doc thats looking really cool so far, keep it up:up: :up: :up:

DrMontigo
11-15-2005, 11:49 AM
A small update, I'm having trouble skinning in Gmax - as expected. I'll be trying you tutorials again Maxinfinity, thankyou for the time you put into them! :D

The poly count on the new peice I'm working on is as low as I can get it, which is around 36. Unfortunately the faces are all seperate and I've no idea what the term is for joining them together - the closest I found in the menu was 'weld' which did nothing :p. Work continues...

http://img340.imageshack.us/img340/5672/preview45dv.png

Then I have to model this again, but with a window :confused:

MaxInfinity
11-15-2005, 12:23 PM
Doc there's no need to join them, now jonwils importer supports multiple meshes, so just texture the 3 meshes you have there seperately, I take it the model is made up of 3 meshes each with 12 polys.

edit
If you still want to join them use the attach command.

if your saying all the faces are seperate i.e. 18 meshes with 2 faces per mesh, then that could get quite confusing, the easiest way to create the object in your pic is as follows. which I believe is what you did.

create a box in the perspective window, this will set the axis points correct aswell, set the size to 1,1.1 convert to nurbs, this seems to smooth out the meshes, then optimise and collapse to the stack. resize by using the vertex points, so you have a 4x3x0.2 rectangle this will be the middle piece, goto hierarchy click pivot only and center to object. in the xyz boxes at the bottom of the screen type in 0,1.5,0, that will place your object in the right place. you should now have a plain wall piece.
now repeat the proccess for the columns at the ends of your walls, sizing and placing to suit. select one of the meshes click attach, then click the other 2 meshes 1 at a time, that will leave you with a single object or mesh, personally I would leave them seperate. and 36 faces is the least you can have for that model so your spot on there.

any help let me know

DrMontigo
11-16-2005, 10:03 AM
Actually all opposite faces are one mesh, so there's (off the top of my head) 7-ish. Also it's much easier to skin one mesh rather than 7, let's be honest. I see your point though; RCT is almost certainly going to screw the texture up for a shape like this... your method sounds easier and more likely to be a success.

/edit
Okay, I've got this now - skinning can wait, I've got a cold bug and can't be bothered to work much today ;)
http://img85.imageshack.us/img85/5857/preview54uh.png

/edit
The textures don't look great where the meshes overlap, but I like it :D
http://img256.imageshack.us/img256/6194/preview61hp.png
If anyone has advice about that I'd appriciate it :confused:

/edit
In fact... I think I'll have the wooden posts as a seperate peice so people can choose if they want them or not.

MaxInfinity
11-16-2005, 08:53 PM
Looks great doc
reduce the height of the middle piece by 0.001 or expand the height of the outer pieces by 0.001 you get that effect when 2 textures occupy the same 3d space.

DrMontigo
11-17-2005, 11:43 AM
well... at least it shows I was accurate :P

/edit

What format do I need to export as for use in the scenery editor?

MaxInfinity
11-17-2005, 01:49 PM
LOL yeah I never thought of it like that. does this mean accuracy is not always a good thing;)

marnetmar
11-17-2005, 07:10 PM
Originally posted by DrMontigo
What format do I need to export as for use in the scenery editor?

If you're using 3dsMax export as an ASE file, if you're using something else export as 3ds or obj & convert with Biturn ;)

DrMontigo
11-18-2005, 11:57 AM
Cheers, I'll look into that :)

Expect to see some in-game thingies soon. Does the new scenery creator create scenery just for wild, or for all versions of RCT3 regardless of expansions by the way?

marnetmar
11-18-2005, 07:22 PM
Originally posted by DrMontigo
Cheers, I'll look into that :)

Expect to see some in-game thingies soon. Does the new scenery creator create scenery just for wild, or for all versions of RCT3 regardless of expansions by the way?

Sounds great DrMontigo, the newest version of the importer works for all versions of the game. It just eliminates the errors when using Wild.

DrMontigo
11-19-2005, 04:46 AM
It looks like the download link for Jonwill's scenery editor is dead... or I'm looking in the wrong place. :bulb: Suppose I should get on with more 3D stuff while I'm waiting.

/edit
can the importer use ANY size of texture assuming it's square? I need a texture that's about 300x300...

/edit
It's irritating having to wait so long for answers, the forum goes silent when america is asleep. :haha: Here's the final model for my first wall, just nine to go! I promise to get it into RCT3 as soon as I find the importer...

http://img501.imageshack.us/img501/7016/preview77ka.png

And I know the skins are a little bit iffy, but I made them myself and I'm dead proud - so careful what you say!

MaxInfinity
11-19-2005, 10:57 AM
Doc the textures are excellent, and the pieces you've done so far are excellent aswell.
can't help you with the importer link, unless you try rcthq i'm sure the links are there aswell.

flaminlambo
11-19-2005, 11:15 AM
:up: great work with the texture, looks very good!
BTW, try this (http://www.vodhin.net/RCT3Community/download.php?view.233) link for the importer.

marnetmar
11-19-2005, 12:33 PM
Looks great DrMontigo, you can always find the links for Jonwil's importer & other stuff in my sig, just click on the RCT3 Mod Tools link ;)

2005
11-19-2005, 01:44 PM
512x512 and 1024x1024 textures are possible (i've tried), but i'd use them as little as possible becasue it slows the game down. Not sure a 256x256 texture is a bit big for a wall. It' ll work of course, but if everyone used that for just a small wall..........better to have a small repeating texture.

MaxInfinity
11-19-2005, 02:04 PM
Originally posted by 2005
512x512 and 1024x1024 textures are possible (i've tried), but i'd use them as little as possible becasue it slows the game down. Not sure a 256x256 texture is a bit big for a wall. It' ll work of course, but if everyone used that for just a small wall..........better to have a small repeating texture.

If its a single texture 128x128 is more than adequate really. You only need the larger sizes if you want to use more than 1 texture on your object I.E. a 512x512 could hold 4 128x128 textures in the 1 file and so on and so fourth and also for your icons a 512x512 will hold 64 64x64 icons.

Noobie
11-19-2005, 03:43 PM
that's very cool, but i don't know do i have any use for it. but it looks great!

MaxInfinity
11-19-2005, 03:47 PM
runaway train or minetrain scenery, I'm sure it would fit it with some of the western stuff, I'm sure people will find hundreds of uses for it

DrMontigo
11-19-2005, 06:42 PM
Thanks for all the positive feedback! I can't wait to get this stuff in game and try it myself - you all have to wait unfortunately ;)

And I was asking if the textures have to be a power of 2 (ie 128x128 or 256x256) or if they could be something else like 200x200 or 300x300. It's useful if it's possible :p The textures I'm using are quite detailed, maybe a smaller size would be a good idea, for the sake of reducing lag -

http://img297.imageshack.us/img297/3671/b12dl.th.png (http://img297.imageshack.us/my.php?image=b12dl.png)

I'm downloading the importer as I type.

/edit
I can't work out how to export 3ds from gmax :bulb:

marnetmar
11-19-2005, 07:07 PM
Originally posted by DrMontigo
I can't work out how to export 3ds from gmax :bulb:


I'm not sure if something other than standard 128x128 or 256x256 will work DrMontigo, I've never tried it myself.

I'm not sure that gmax will export as a 3ds file, but I think you can export from it to an obj file & then convert with Biturn.

DrMontigo
11-19-2005, 08:05 PM
Well... so far it only seems to export as *.P3D or *.gmax :(

infiniteblue
11-19-2005, 09:13 PM
I'm interested to find out what i can do with these walls. Looks good! :D

DrMontigo
12-01-2005, 03:32 PM
A quick bump... though I'm not sure what exactly makes it quick.

I'm still not able to export from gmax in any other formats than *.P3D or *.gmax :( Biturn doesn't recognise either, it's the same story with the importer. Is there anyone who can tell me how to get around this or if I missed something? With any luck I won't be asking any more questions after this.

shyguy
12-03-2005, 03:11 AM
I was able to do this, but it is VERY time consuming and messy. You need Tempest, which is a plug-in for GMax to make objects for Doom (I think). Then, you can export files to a different format. It's .md3 or something like that. (Sorry I forget the exact details cause I tried it a long time ago.)

You can import these files into Milkshape, which you'll have to buy for about $30. Then export to a .3ds file and use Bi-Turn to convert to an .ase file. Then edit the .ase file to remove the root object (explained in the scenery importer thread.) Then you're all set. :(

Not much fun.... I also didn't experiment much with this, so I don't really know how well it works. I just did a cube or something. You should probably just learn Milkshape and cut out a few steps. I tried this cause I knew Gmax but couldn't figure out Milkshape. Gmax if a great program, but not much use unless you can export the files in the proper format.

DrMontigo
12-03-2005, 07:02 AM
I'm trying not to spend money here, but I will if I have to. Is blender any good?

MaxInfinity
12-03-2005, 08:33 AM
glad to see you havn't given up doc

DrMontigo
12-03-2005, 09:25 AM
I never give up, but I do have a tenancy to sulk and/or work very slowly out of spite :p

marnetmar
12-03-2005, 01:42 PM
Originally posted by shyguy
I was able to do this, but it is VERY time consuming and messy. You need Tempest, which is a plug-in for GMax to make objects for Doom (I think). Then, you can export files to a different format. It's .md3 or something like that. (Sorry I forget the exact details cause I tried it a long time ago.)

You can import these files into Milkshape, which you'll have to buy for about $30. Then export to a .3ds file and use Bi-Turn to convert to an .ase file. Then edit the .ase file to remove the root object (explained in the scenery importer thread.) Then you're all set. :(

Not much fun.... I also didn't experiment much with this, so I don't really know how well it works. I just did a cube or something. You should probably just learn Milkshape and cut out a few steps. I tried this cause I knew Gmax but couldn't figure out Milkshape. Gmax if a great program, but not much use unless you can export the files in the proper format.

Just a couple of quick corrections shyguy ;) Milkshape is $25.00 & if you have it & import the md3 files into it, you can then save them as ms3d (Milkshape) files & convert from that format to ASE with Biturn.
With the newest version of Jonwil's importer, you don't have to delete the "root" section, it now ignores that part of the file.

shyguy
12-03-2005, 08:03 PM
Thanks for the corrections, marnetmar. It had been awhile since I did this and realized this was NOT going to work for me. It would take years to get one pack out! :p

ThaSchwab
12-03-2005, 08:44 PM
NO :SVD FOR :SID error. why??????????????? why me?????????????????? the pack looks soooooooooo good! shyguy, there is something wrong with ur pack!!!!!!!! unless i need main street pack #1, i hate my computer!!!!!!!!!

WHOOPS! thought this was the Main Street Pack #2 Released! thread. sorry

DrMontigo
12-04-2005, 06:45 AM
Haha! I wish...

Zen Coaster
02-19-2006, 04:02 AM
Looking great. Keep up the good work, this will be very useful. :up:

RCT-Spanky
02-21-2006, 05:52 AM
I never give up, but I do have a tenancy to sulk and/or work very slowly out of spite

Really very slowly :alien: :alien: :p