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Posted: Wed Mar 26, 2008 3:42 pm
by nwhitney
What will the file format be? Looks like gmax will import .3ds, .dxf, .prj, and .shp files.
Send 'er on over, and we'll give 'er a shot.
Norm
Posted: Wed Mar 26, 2008 3:44 pm
by thegrindre
Would someone mind beta testing this thing for me?
I also need someone to import it into Gmax, look at it, then export it back out from Gmax. I might learn something... LOL
I'll post the whole asset in .cdp format.
I'll get it up and post a link shortly.
OK, here ya go...
http://www.geocities.com/thegrindre/pag ... 6575455281
Thanks,
Posted: Wed Mar 26, 2008 3:54 pm
by thegrindre
Gmax won't import .im files? Hmmm, let me see what else I can do for export then.
EDIT: I can do 3ds and dxf. I'll get those up also in a minute...
OK, done. Have fun.

Posted: Wed Mar 26, 2008 4:06 pm
by nwhitney
No-o-o-o. Boy if gmax did that, we'd have a whole raft of reverse engineered stuff. The .im file is one way only(out), I doubt you can re-import an .im file into 3DCanvas.
What file formats does it save in? I think that's what we'll need.
Norm
Posted: Wed Mar 26, 2008 4:10 pm
by thegrindre
He he, I guess you're right.
I can import and export a bunch others, though. LOL
OK, everything is posted.
I'm way up past my bed time. I gotta hit the sack. You guys play with it and I'll get back here about midnight I'd guess.

Posted: Wed Mar 26, 2008 4:20 pm
by nwhitney
I was only able to open the .3ds file, but it came into gmax without any textures. I'll send you an email. GET SOME SLEEP!
Norm
Posted: Wed Mar 26, 2008 8:06 pm
by Col Hogan
Hey Rick
That little thing looks pretty neat. My guess it's a One-Seater Barbershop.
Small town, that sort of thing. This is how great creators come to fruition.
BTW - check the link on all your pages. The link where you have "Jump to Interactive Assets Page" is now linked to the "Scenery Page".
And wouldn't you know it, "Jump to the Scenery page" is linked to the Scenery Page !!!!!!!!!!
Incredible. ROFLMAO.
HAHA
Keep up the good work, though, it does look nice.
Oh, and BTW, I've lovingly stolen a piece or two of your textures.
I'll bring 'em back later on, though.
Bye
Ken
Posted: Wed Mar 26, 2008 10:21 pm
by thegrindre
Hi guys,
Very interesting, Norm. Did you try to apply any textures to it? Do you and Ken get textured 3ds files from each other?
Thanks, Ken.
I'm having a problem getting the textures to come through with 'feeling', contrast and proper color. My model is coming into the game as a shiny new asset and lighting isn't working.
'Steal' away, buddy. LOL Use anything you want.
I'll check my web site to see what's up...
All fixed. Haven't got a clue why all that happened. Hmmm...
Thanks for helpin',

Posted: Thu Mar 27, 2008 2:17 am
by thegrindre
Posted: Thu Mar 27, 2008 4:43 am
by thegrindre
Posted: Thu Mar 27, 2008 8:58 am
by Pencil
Looks nice!
As for the polycount, I'm thinking you could probably get away with around 50 for that. Remove any faces that won't be seen, such as the bottom of the building, the ends of the posts, the underside of the porch; anywhere you won't be able to get a camera in to see in TRS. You might even be able to get away with a double-sided plane for the sign, depending on how thick it is. Try deleting some polygons, then seeing if you can tell ingame.
Also, by including the windows and doors on one texture, you can cut even more.
Welcome to a whole new world

Posted: Thu Mar 27, 2008 10:57 am
by thegrindre
The windows and doors are separate 'blocks'. I like the 3d look although it really isn't needed on a static building off in the distance somewhere.
All faces that aren't seen are deleted. Looking at it upside down, it's invisible. LOL
It now comes in at 160 polys. I'm not done yet either. LOL Still have to add steps and two more 2x4s. LOL
My models from TSM for MSTS were a little high, too. Sorry, there are some things I just like to do.
Thanks, Curtis.

Posted: Thu Mar 27, 2008 12:50 pm
by thegrindre
Posted: Thu Mar 27, 2008 2:27 pm
by nwhitney
Okay, I've done a little testing.
Last question first, before I forget. Gmax's material editor says you're using phong shading. I changed it to blinn, exported it and the building didn't glow. There was a thread about it on the Auran forum, but I can't find it.
I finally got the texture to show, by dumb luck. I had to open the material editor which was empty, then pick the texture from the mesh.
Ken sent me the actual gmax files. What textures I didn't have, I went hunting for in Peter's assets.
The only other odd thing was that I let gmax convert the units, and that double-sized (guess) the mesh. So you are able to export as .3ds and send it to someone with gmax. I can only export as an .im, .kin, .pm or .P3D (plasma) because I don't have the plugins.
Norm
Posted: Thu Mar 27, 2008 3:12 pm
by bdaneal
Add:
light 1
to the config (IIRC. I don't make scenery much, but I seem to remember that)