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Dx ripper now saves as .obj file (sometimes) so you don't need 3ds max
anymore. You can also try saving with 3dvia printscreen, which you
can convert online to DAE format or offline with 3ds max 9 and a
script. These game files can be huge and crash 3ds max though.
scale the
stairs like the target stairs.
Yes I've heard of the array modifier, don't want to relearn it, maybe
later.
zkey
down.
odd, now there's no top to the 2nd dock thingy. verts and fkey here.
A good time to make the 2nd stairs, using 2 planes.
Then just get an ortho view and shift-d gkey move with x axis locked
shift-x and copy. Use array if you need Cad precision.
here's a couple from multiverse, can't load the ogre mesh file for
it though.
I'll wait until it's finished and all joined together before I texture.
the
roof ends needs them.
gkey with snap (the magnet icon and 'vertex') Snap menu SHIFT-s
and ctrl held down snaps vertex to nearest vertex.
make it like this, delete any interior polys, and fkey make the
long triangle sides.
select the rafter assembly and shift-d duplicate ,gkey in y move it to the
other end, in a top view get the 3d cursor in its center make sure
3d cursor is the selected pivot and rkey rotate
zkey using ctrl to snap to 5 degrees (this didn't work though) and
rotate it 180 if you can . oops, the building is too long.
select the
building end in wireframe mode get 2 views so you have the right polys
and gkey ykey so it fits the rafter. now the other end, I need some
quads here so I alt j make quads out of tris,
move the resulting pink vert edge where it says. extrude the wall towards the inside of the building then
build the missing faces. select the top roofend poly edges and
edge loop subdivide again,
and delete the unncecessary triangle, go mesh, edges, rotate edge CCW if you need to first.
Just as a personal note I really hate the shades of pink and purple
blender uses, I wish I could change them, I think you can in Blender
2.5, which has an equally ugly orange.
move
the sides to match the roof slope, then ekey zkey the thickness
roof top is 4 faces, have to add more if there are rendering errors
for the end shed roof, spacebar add mesh plane, scale move I had to
hit CTRL-A apply size and rotation before I could scale it. I couldn't
rotate it! (I accidentally checked 'rotate object centers only')
K, now for the texturing, a really boring part. Note: later I had to change the texture into long strips,
MEASURE your polys, THEN make the texture!
uv editor has same controls as 3d view akey select all, gkey move
skey scale in xkey or ykey Make sure you're NOT in 3d view when you mean to move UV's, your polys will
get moved or scaled.g
go image/replace if you can't change a previously assigned set of faces to your texture.
I mesh edge subdivided here to shorten the triangles, they were too
long.
HANDy navigation keys are 1key, CTRL-1Key (on the numeric keypad with
NUMLOCK on) 3key ctrl-3key, 7key ctrl-7 key, the 6 basic views.
K I found a few game bldg textures, they make the textures fit the polys,
like the roof is long...I need long skinny ones that tile on the horizontal.
Battlefield 2 has a clever idea for its Karkand level city buildings, there are 2 parts to each
building, the basic masses that need walls only, and the 'trim' which is pipes,
windows, doors, signs, air conditioners, easier to texture. Their building
textures are long and skinny, like 128wide x1024 down
K here's how to get textures to appear in your blender render, this is for
a 1 -texture mesh
select your mesh in object mode, go F5 buttons menu,
Next in 3d view hit spacebar add camera and some lights, move them around,
go VIEW/Camera, hit F12 for a render window, in F10 buttons menu render
settings you can change the size to 50 percent for a quicker render,
and change the output from jpg to tga There's also Yafaray, which makes better renders and is free, but I
could'nt figure it out. And luxrender. Hit f3 to save the render.
a 1024 takes 3 minutes to render, use 256 until you like the lightmap.
Now in the f9 buttons menu, make sure the lightmap uv tex is 'set rendering' click on the little sunset icon
next to lightmap
Hit F5 (original tut said f6) until you can get this ambient occlusion menu the dark gray of 'ambient
occlusion' means it's ON.
I tried full render and got the textures even though I was on 'lightmap'
channel. It got grayscale when I checked 'ambient occlusion' but I know
there's another setting.
Now in f9 buttons menu change the name in ME: and OB: to hut, export
to fbx, you must include the .fbx on this brain-dead exporter. 'hut' won't work,
put hut.fbx
Now to get the mesh into unity, which I can't make it work with lightmaps but someday..
I'm using the 'turntable' unity project, it' about as simple as you'd want, I
copy the assets where it says
click on the hut when it shows up in the inspector ask for 'mesh colliders'
and change the size from .01 to 1,
I ended up with 10, then drag hut into the scene view.
there may be 2
materials, (one for each texture you made) the one you want is going to be lightmapped diffuse (you have to
pick this) load the color in the diffuse and the lightmap in the lightmap.
It
doesn't work, but I've done this before, maybe they want to to buy the $1500 version? anyway the lights of
unity make it look nice.
Except I switched textures in midstream and some of the faces have the old texture on them.
if you ogre export, and get 'error in normalise, triangle too skinny, do the
rem doubles thing again with a tolerance of .001, then .002 until you don't get
the error. Otherwise you really do have a skinny traingle.
Ogre mesh had 3 submeshes, but it did find the lightmap set of uvs, and
also some non-textured faces, some missing faces when I remmed doubles with
too high of a tolerance. So I went back and fixed that. Delete any unused
edges, like the one you used for a construction line for the roof.
You'll have
to do a new lightmap batch of uv's smart unpack if you change the geometry.
I moved the hut to o,o,o xyz then I remembered I didn't move the lights! Gave
me a chance to add a few more.
Neoaxis tips-
Each submesh needs its own .highmaterial, and the lightmap.png goes in the diffuse2 slot, be sure to put
'texcoords1'
there. Separate interactive stuff that needs their own .mesh doors, chests, etc.,can't be JOINED and lightmap,
they will lose their uniqueness, maybe a generic shadowing on the texture would make it blend in. Argh, I
forgot a triangle,
now I need a new lightmap image, otherwise the triangle won't
join in the fun, I tried this 'lightmap uv pack' it never
rendered anything.
The neoaxis building is dark, you can brighten up the lightmap TGA in a paint program, then have neoaxis
convert it to DDS, it
can make the preferred dx5 type dds.