Kokopelli on 28/2/2005 at 20:32
It doesn't, hence the need to go through a different process to create a mesh. Here are the steps off of the (
http://www.rvsmaps.com) RVSMaps.com site:
Quote:
Gmax
I know there are a lot of you who are interested in modeling custom static meshes for your RvS maps, but do not have the cash for 3ds max or Maya Complete. So I did some research and testing to see if a free solution exists. The challenge is to get the rendered models into a file format that it can be imported into the RvS map editor. First I investigated whether gmax--a free tool provided by Discreet, the makers of 3ds max--could be used to create static meshes for Raven Shield. David Smith from gmaxsupport.com was an enormous help in finding a file conversion solution. Be warned, this is a work-around solution intended mainly for Quake map-makers who are already comfortable working with gmax, or for 3d modelers who have worked with 3ds max in the past, but no longer have access to the full version. (If you’re an UT2003 map maker or a UT2003 player, I recommend you skip to the next section on Maya Personal Learning Edition instead.)
First, download the following three files:
(
ftp://ftp1.discreet.com/web/products/gmax/gmax12.exe)
(
http://www.dsmith.gmaxsupport.com/downloaditems/md3exp.zip)
(
http://www.dsmith.gmaxsupport.com/downloaditems/3dexplor1_5.exe)
The first file, ‘gmax12.exe’, is gmax itself. Install it to your hard drive. (You will need to obtain a free registration key from Discreet’s web site.) The second file, ‘md3exp.dle’, is a plug-in that will allow you to export from gmax into .md3 format. Place this file in the ‘\gmax\stdplugs\’ directory before you startup gmax. The third file, ‘3dexplor.exe’, is the setup file for 3d Exploration, a graphics program that we are going to use solely to convert our .md3 file to an .asc file. (I warned you that this was a work-around solution.) Install 3d exploration to your hard drive.
Startup gmax. Open the “Customize” menu and choose “Units Setup…”. Make sure “Generic Units” is selected and click the “OK” button. Open the “Customize” menu again and choose “Grid and Snap Settings…”. Select the “Home Grid” tab. Set Grid Spacing to “16” and Major Lines every Nth to “8”. This will match the standard grid configuration in UnrealED. Model your object. (If you’re brand new to the program, just select “Sphere” from the “Object Type” options on the right and left click and drag in any viewport to create a simple model.) Do not assign uv maps or mapping coordinates. Don’t bother assigning textures, because they won’t make it through the import process. With your object or objects selected, open the “File” menu and choose “Export Selected…”. Save the file as “sphere”, making sure that “Save as type:” is set to “Quake III (*.MD3)”, and remember where you save the file to. In the dialog box that appears, set “The Following Frames:” to “0” and uncheck “Show Warning Dialogs”. Click the “Export Now” button. Close gmax (you can save the scene if you wish to).
Launch 3d Exploration. Open the “File” menu and choose “Open…”. Set “Files of type:” to “Quake 3 Model (*.MD3)” and open the “sphere.md3” file. Open the “File” menu again and choose “Save as…”. Set “Save as type:” to “3D Studio ASC file (*asc)” and save the file as “sphere”.
Unfortunately, we still can’t import this file into UnrealED as a static mesh, so we’ll import it as a brush instead. Open the Raven Shield map editor and subtract an area to work in (or open an existing custom map). Open the “Brush” menu and choose “Import…”. Open the “sphere.asc” file. In the dialog box that appears, make sure “Solidity” is set to “Solid mesh” and click the “OK” button. The red builder brush will resize to the imported model. Select a texture and add a geometry brush somewhere in the subtracted area. Move the builder brush out of the way. Select our new brush in one of the 2d viewports, right click, and select “Convert | To Static Mesh”. Enter a package name, group name, and static mesh name. (As always, I recommend naming the package with your map name, followed by “_SM”. Immediately click the “Save” button in the static mesh browser and save your .usx package.
I can’t promise that UnrealED will agree with every .asc file that you try to import. In my testing, I was successful at importing some pretty high-polygon models. The few crashes I experienced occurred when I didn’t have vertices explicitly defined for a model. Thanks again to David Smith for providing most of the information above.
As you can see, it's a bit more of a pain to do. But good for something that's free. I'll have to check out some of the other editors y'all mentioned.
LordK2002 on 28/2/2005 at 20:34
Quote Posted by Ulukai
Right. That's not to say you can't re-use the included meshes in an almost infinite number of ways.
I imagine over time a communal library of static meshes will develop (doors, windows, beams, buttresses etc) that mission designers without access to Max will be able to use in their levels.
That GMax looks promising though - if it saves in .3ds format which is then converted via external tools into a T3Ed-compatible format, that would open the way for using Blender as well since this can save in .3ds I believe.
darkcosmos on 28/2/2005 at 20:48
Yeah, that does look promising, as long as T3ed can also import the .asc files. But it doesn't look like textures surivive the importing process, so I guess the static mesh would have to be retextured within the editor?
Ulukai on 28/2/2005 at 21:15
I'm not too sure where we're going with this. In a circular motion, I suspect :D
Let's say you don't have 3dsmax 5.1.
Even if you use blender/milkshape, you need a way of converting 3ds to .tim files. Not only that, but the 3ds file has to reference either exisiting T3 Material libraries (which are another proprietary format, or the ability to create new material libraries in the same proprietary format).
Without using the plugins, you've got two complex file conversion operations needing to be done, one of which references the other. Until you've crossed that particularly huge bridge you can't get to the other side. You can't texture map statics within the T3editor. Yes, you can assign textures. But without imported mapping coords, that's useless.
Shadowspawn on 28/2/2005 at 22:00
Ulukai,
I haven't had much of a chance to look into those formats. I don't know if the .TIM file is a propriatary format or not, and I don't know if 3DS Max can IMPORT a .tim file, or if it's an export only format.
If it becomes apparent that 3DS Max is the only way to get stuff in to T3Ed, I'll look into writing some conversion tools for 3DS format to .TIM. I know I'll have to work out the materials library conversion stuff also. As long as someone can use 3DS Max to add a mesh, I can compare it to my converters until I get them right.
I just don't know much about UnRealEd and all the formats of things that go with it, and I haven't had the time to research it yet. But at some point, when RL slows down a little, I'll start educating myself.
I'd also like to figure out how to add AI and new animations. We were able to figure lots of stuff out about Dromed, and it wasn't easy. I'm willing to bet writing new converters won't be much more difficult than what I went through for Dromed. But I'd like to find anything I can which lets us get around all these new tools, before I have to do a bunch of heavy lifting (coding wise).
If there's someone out there who could give a quick info dump on static meshes and AI meshes, I'd be very appreciative! It's hard when you're starting from ground 0.
darkcosmos on 28/2/2005 at 23:53
Well, I tried importing a .asc file into T3ed as a brush, and it worked for simple objects (cube, sphere). But, then when I right click on the brush, it seems the command to convert brushes into static mesh is disabled in this editor. So that may be a dead end.