1 project 3D for a beginner by Repman
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Very simple with simple words :
- Select all your model
- Go to the modifier stack
- Go to smooth
- Select Autosmooth
- Select Prevent Indirect Smoothing
- Type Threshold : 30
- Go to materials stack
- Click on your diffuse color map
- Check Bitmap parameters
- Check that Alpha Source is to None (Opaque)
- Close material editor
- File/Export
- Select LOD file format
- Click save
- Select Open in OGLLOD
- Select Show summary info
- Auto Subtree selected and to 8000
- Click ok
- In the summary info window, after Ptype, you shall have the number of exported triangles
- Click ok
- Your model shall be displayed in OGLLOD.
- Note that to see your textures, they shall be under DXT1, DXT3 or DXT 5 file format, and located at the same place than your exported LOD.
Cheers,
Radium
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Hi,
I now have a texture on my model, but … it’s not the right one
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@repman
Hmm, rename your texture to a “free” texture number in \KoreaObj.941.dds is not in use atm. for example.
So rename your texture to 941.dds and reload that texture for your material in 3dsmax,
make sure it’s assigned to your model.… export again.
Cheers,
LS -
@Repman. I will be able to change the texture ID later on on the lod itself. So do not worry about the ID (free or not, that is not really a problem).
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This post is deleted! -
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@radium
Hi RadiumMy goal is to give my work to the Falcon bms team if it suits them.
I am therefore interested in all the help you bring me and the comments to do a job that meets your expectations. -
@repman Great !
In fact, I was mostly pointing out Deejay’s message : digital continuity is most important. It means that the 3D modeler shall always control the whole production process, and the exported object shall always be processed from the source file. Otherwise, there is no possible reversibility.
Cheers !
Radium
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@radium said in 1 project 3D for a beginner by Repman:
@repman Great !
In fact, I was mostly pointing out Deejay’s message : digital continuity is most important. It means that the 3D modeler shall always control the whole production process, and the exported object shall always be processed from the source file. Otherwise, there is no possible reversibility.
Cheers !
Radium
Actually, we are in contact since the day one of his challenge. But as you know, I don’t have all the knowledges for proper advices. So I suggest Repman to check with you and follow all your best advices.
Repman: Radium is right. If you can, the best is to do as Radium suggest. -
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Hi,
Take a step forward!
The next step is to see in Falcon what it looks likeOk, now I want to do a test by replacing an object in Falcon to see what my building looks like in the game.
I created a copy of Falcon for this.If I understood correctly, you have to go through LODEditor to replace an existing model with mine?
I have several small problems with LOD Editor
1- when launching it displays this error
2- when I select a model and click on 3d viewer, the model is not displayed.
A little idea?
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@repman
LOD Editor is outdated and not used to replace or edit the DB anymore.You need to expand the DB, replace the .LOD of a Parent with yours, then compress the DB again,
copy your textures to \KoreaObj (and or hires) to see it insim 3D.
(search this forum for “3DDBBuilder”, also in your \Tools folder)Use BMS Editor to browse the DB to see which Parent number objects actually use.
… to know where you want to replace the .LOD with yours.I hope this helps.
Cheers,
LS -
@radium said in 1 project 3D for a beginner by Repman:
Very simple with simple words :
- Select all your model
- Go to the modifier stack
- Go to smooth
- Select Autosmooth
- Select Prevent Indirect Smoothing
- Type Threshold : 30
- Go to materials stack
- Click on your diffuse color map
- Check Bitmap parameters
- Check that Alpha Source is to None (Opaque)
- Close material editor
- File/Export
- Select LOD file format
- Click save
- Select Open in OGLLOD
- Select Show summary info
- Auto Subtree selected and to 8000
- Click ok
- In the summary info window, after Ptype, you shall have the number of exported triangles
- Click ok
- Your model shall be displayed in OGLLOD.
- Note that to see your textures, they shall be under DXT1, DXT3 or DXT 5 file format, and located at the same place than your exported LOD.
Cheers,
Radium
is there any chance to put together these lists in the new topic or in the 3D main topic like a pins one ? without any comments just this lists in it and only the different object would be other comments like
skins, DOF, UV ,3d modelling etc. And if someone has a time to edit it to add more details for it or put some pics next to them. Maybe this way we can build a good tutorial how to create or replace models in the game. At least they will be pre-prepared well that the devs can put in it without any unnecessary work. -
Hi,
OK,
1- after using the “. \ 3ddb_builder.exe / extract” command in Windows PowerShell, there are indeed 3 new files. LODs, Parents and .rsrc.
The LODs file is empty and there is no Texture file.
2- In LodEditor I can’t see the models like in several videos.
3- To see my building in Falcon bms, I am looking for a characteristic building on an airport to replace it with my building.
Do you have a parent number ?Thank in advance
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@repman
1-
Look into that extracted \Parent folder, which holds numbered subfolders.
Those numbers are the Parent numbers (also called CT numbers).And those subfolders hold the LODs and Parent.dat.
2-
Forget about LOD Editor for now. I repeat, forget about LE.
It’s an old tool and can’t handle the 4.35 DB.3-
I don’t know a parent number for an AB building for you to use.
Use BMS Editor to browse the DB to find an object you want to replace with yours.
(I would need to do the same)Then you know it’s Parent number and can replace “Model_0.LOD” in
\Parent\XXXX with your LOD, then compress the DB and test insim.Your textures should still go to \KoreaObj (and hires) folder(s).
Cheers,
LS -
Hi,
ok, now i have replaced an existing lod located in Falcon bms and replaced it with mine.
I also put my texture with the others and now I can clearly see my model instead of the old one.
However, I tried the following command in PowerShell to compress the database.
. \ 3ddb_builder.exe / update / objectdir. \ Data \ TerrData \ Objects
But Windows does not recognize itDo you have the order ?
Thank
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@repman
Here are my .bat for the command line:
https://www.mediafire.com/file/fyhe8cpla7ldzq3/3ddb_builder_BAT.rar/file
Cheers,
LS -
Hi,
Sorry, but I absolutely do not understand what to do …
1- I extracted the database
2- change a model by mine
3- add my texture with the others
4- I put your files in my “Object” folder
After I don’t know what to do … -
@repman
It looks like you’ve extracted the DB again, using my .bat, so \ _KTO_extract\Parents folder should be also there.Now put your .LOD into the extracted \ _KTO_extract\Parents\XXX folder,
then use my “build.bat” to compress the DB from that folder.
(make sure the paths in .bat match your install)Test insim.
Cheers,
LS