Making models with 3ds max

The place to discuss all things Lugaru.
Post Reply
User avatar
Paul
Posts: 4
Joined: Mon Nov 23, 2009 3:35 pm

Making models with 3ds max

Post by Paul » Tue Nov 24, 2009 1:27 pm

Is there any way to make models for Lugaru using 3ds max, or would I have to import them into blender if I wanted to get them in-game?

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: Making models with 3ds max

Post by rudel_ic » Tue Nov 24, 2009 2:38 pm

Yeah, using Blender is the best way of converting your model to the SOLID format. You _could_ export COLLADA and convert that with Brainfart, but it's not as straight-forward and robust as using my Blender Python stuff.

I recommend using COLLADA for the transfer from 3ds max to Blender.

You can get the OpenCOLLADA plugin for max here: http://www.opencollada.org/download.html

You use that to export to COLLADA, then import that COLLADA data into Blender.

You can get the exporters for SOLID here: viewtopic.php?f=7&t=5620

If you want to figure out whether your sizes are right, then just import a Lugaru stock SOLID with my import stuff and compare.

Here are a few pointers for you so that you can do things in Blender:

You select Objects with right-clicks.

Resizing stuff in Blender is done with S and moving the mouse, confirm with leftclick. To apply the scaling to the vertices, press CTRL-A in Object Mode. The latter operation is necessary if you scaled the model in Object Mode since that's just a relative scaling operation which wouldn't be exported. It's not necessary if you scaled in Edit Mode.

If you're making models, the handle is at (0,0,0) and you can see the direction it has to point to in the other weapons. Move a model with G, rotate a model with R. Note that you also have to apply rotations (s.a.).

Transformations in Object Mode never change vertex data. The object's origin is always where the purple dot is (it's called the Center). To put the Center somewhere else, just leftclick on the location you want to put it at (this places the crosshairs where you clicked), then press SPACE in Object Mode, choose Transform>Center Cursor - your Center now is where the cursor's at.

To transform, scale or rotate along an axis, press S then X to scale along the X-axis, G then Y to transform along Y, R then Z to rotate around Z.
To transform an Object along its local Z axis instead of the global Z axis, press G then Z then Z. Really only makes sense if the global and local axes differ, obviously.

Press SHIFT-S for some snapping operations to choose from.

Press N to get Object properties like rotation and location etc.

To freely change your perspective, drag the middle mouse button. Panning is SHIFT-MMB. Top view is NUM7, left view is NUM3, front view is NUM1, bottom view is SHIFT-NUM7 etc.

If you want to mod characters, read viewtopic.php?f=7&t=5660

If you have any questions, go ahead and ask.

User avatar
Paul
Posts: 4
Joined: Mon Nov 23, 2009 3:35 pm

Re: Making models with 3ds max

Post by Paul » Tue Nov 24, 2009 2:52 pm

Thank you very much!

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: Making models with 3ds max

Post by Lotus Wolf » Wed Nov 25, 2009 5:04 pm

Please note that the importing of exported COLLADAs makes the .SOLID file's size jump up without explaination. For example, back in the days of brainfart, I would export, then convert and the file's size would be under ten KB, then after importing it back to change the scale, which won't effect file size, it was over twenty KB when it had been converted. :? go figure...

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: Making models with 3ds max

Post by rudel_ic » Wed Nov 25, 2009 5:13 pm

Lotus Wolf wrote:Please note that the importing of exported COLLADAs makes the .SOLID file's size jump up without explaination. For example, back in the days of brainfart, I would export, then convert and the file's size would be under ten KB, then after importing it back to change the scale, which won't effect file size, it was over twenty KB when it had been converted. :? go figure...
Probably some bug in Brainfart I hadn't discovered. You're talking about Brainfart, right?

The 3ds max -> Blender -> Lugaru pipeline doesn't need Brainfart's involvement at all. The COLLADA exporters / importers I was talking about above are the Blender / max ones.

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: Making models with 3ds max

Post by Lotus Wolf » Thu Nov 26, 2009 1:15 pm

It may be a COLLADA imex plugin bug, because the same thing happens with the .solid exporter.

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: Making models with 3ds max

Post by rudel_ic » Thu Nov 26, 2009 4:05 pm

Lotus Wolf wrote:It may be a COLLADA imex plugin bug, because the same thing happens with the .solid exporter.
Could you upload such an inflated file so I can take a look at it?

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: Making models with 3ds max

Post by Lotus Wolf » Thu Nov 26, 2009 9:08 pm

Here's a before, and after. Sword is exported directly to solid, and Sword-inflatedsize is exported as COLLADA then imported back in and exported to solid.
Attachments
sword example.zip
Forgot to triangulate the mesh, but that wouldn't have effected file size.
(42.96 KiB) Downloaded 148 times

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: Making models with 3ds max

Post by rudel_ic » Fri Nov 27, 2009 12:38 am

The smaller solid has only half the faces.

Image

(The lower partial mesh is from Sword.solid)

So these meshes aren't identical - something must be off in your COLLADA export settings, I think. Or at least it seems that way.

I'm not experiencing this myself. Could you detail what you're doing? Like, with all settings and stuff? I'd like to reproduce it.

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: Making models with 3ds max

Post by Lotus Wolf » Fri Nov 27, 2009 2:32 pm

Well I said that I forgot to convert quads to tris. that's why the one I exported as collada has all the faces.

To get an inflated mesh file, export as collada as outlined in this. Image then import it with the default settings and export as solid.

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: Making models with 3ds max

Post by rudel_ic » Fri Nov 27, 2009 2:45 pm

I end up with exactly the same mesh. Well, some coordinates are rounded, but the filesize is the same.

This is really weird. Why doesn't this happen to me? Goddammit.

User avatar
Lotus Wolf
Posts: 2218
Joined: Sun Aug 31, 2008 6:03 pm

Re: Making models with 3ds max

Post by Lotus Wolf » Sun Nov 29, 2009 6:38 pm

Odd, are you using a COLLADA 1.4.1 exporter/importer cause mine's just 1.4, could it be so?

User avatar
rudel_ic
official Wolfire heckler
Posts: 2193
Joined: Sun Aug 28, 2005 11:19 pm
Location: Hamburg City
Contact:

Re: Making models with 3ds max

Post by rudel_ic » Mon Nov 30, 2009 9:01 am

I use what came with Blender 2.49, it says 1.4.0.

Post Reply