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Tom65789
05-28-2005, 10:38 AM
i still havnt quite got the hang of this editor but im getting there

tikitiki
05-28-2005, 01:06 PM
The Car pack is Mine :D

Though progress has greatly slowed, because the program I use is hard to work with, especially the only export it offers is directX, and then somtimes the meshes get messed up when trying to import, and I think I'll be better off waiting for Potters program which will fix all the for me!

I'll get a link here in a moment

edit: here is the link http://www.ataricommunity.com/forums/showthread.php?s=&threadid=459623

Cheers Tikitiki

BoRJoYZeE
05-28-2005, 02:39 PM
wow this thread hit the 1000 spot!

DisneyFREAK1178
05-28-2005, 04:04 PM
Hey where do you extract the files to?

Tom65789
05-28-2005, 05:10 PM
ok what program is a good 3d editing program

(not anim8tor)

JCat
05-28-2005, 05:20 PM
Scan through the topic - you'll see "Milkshape "was mentioned numerous times - if you're refering to an easy to use, affordable modeling program, that is (under $30). .

WalkingSnake
05-28-2005, 05:20 PM
Originally posted by Tom65789
ok what program is a good 3d editing program

(not anim8tor)

3D Studio Max is the most popular.

Guybrush_47
05-28-2005, 05:24 PM
3ds Max is very good to use, as you can do all of the modeling, texturing process in it witout many difficulties. However, it is difficult to learn to begin with and it costs a fair amount of $$$

Milkshape is the easier option, has alot less features and is more user friendly. It also costs $30, but has some difficulties when texturing, extracting if i hear correctly.

Oh, and i've updated my topic with 2 fresh new pictures of my Jurassic Theme (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=463007&perpage=30&pagenumber=1).

JCat
05-28-2005, 05:25 PM
Learning 3D Max daily - I can see how the appeal sets in once you figure things out. If I can only get the textures to come out correctly in RCT3 - I'd be a happy!


Oh, thanks d_h1234 - I was able to texture the items yesterday.... of course, in RCT3 they were a mess. :-)

Guybrush_47
05-28-2005, 05:27 PM
Pumper, use uvw mapping, select box, then select fit.

Then select uvw unwrap, your model will appear in the window, now what you should do is unwrap the model, and put it across the texture. HOWEVER, the texture is flipped in the exporting process, so you have to unwrap it upside down. It's a little bit confusing, but you soon get the hang of it. If you have troubles, give me a PM and i'll provide you with a useful aid.

DisneyFREAK1178
05-28-2005, 05:32 PM
grrrr. Where do u extract files to?!

Guybrush_47
05-28-2005, 05:33 PM
I already replied in me topic Disney ;)

JCat
05-28-2005, 05:36 PM
GB - - just saw the JP shots - great job on the fencing.

Here's what I did: Fetched the texture in the material editor, used uvw unwrap and selected faces individually, used planar map, all applied perfectly on screen (Just experimenting with a simple brick tex. on a cube for the moment). In RCT3, one face was correct, and the other 5 were a mess of stretching (like when I first started with milkshape many weeks back). I totally don't know what then next steps are after the texture is applied.

Seeing how amazingly easy it is to create more complex objects, and not having to go through Biturn, I'm hoping to get the hang of this at some point.

d_h1234
05-28-2005, 05:37 PM
Originally posted by Guybrush_47
Pumper, use uvw mapping, select box, then select fit.

Then select uvw unwrap, your model will appear in the window, now what you should do is unwrap the model, and put it across the texture. HOWEVER, the texture is flipped in the exporting process, so you have to unwrap it upside down. It's a little bit confusing, but you soon get the hang of it. If you have troubles, give me a PM and i'll provide you with a useful aid.


would it be possible to flip the UVWs OR the texture image?

JCat
05-28-2005, 05:40 PM
I tried the Mansion with the texture resaved flipped (vertical), and it still did not work. This was through an Milkshape import. Now I'm trying to get it going directly from Max. :)

d_h1234
05-28-2005, 05:43 PM
okie dokie then, good luck hehe :D

Guybrush_47
05-28-2005, 05:50 PM
How i texture my models, is i split up the object into smaller chunks. I have a pluggin that allows you then to reset the transforms, which saves the textures coords on the objects so you can then reattach the object into one mesh.

The bonus's of this is:

1. Easier to texture complicated buildings.
2. Allows you to easily fix the smoothing issue.

I've searched far and wide to find an option in 3ds that 'flips the texture'. But i can't find any, what i've done is made two textures one flipped vertically, one not flipped. I apply the flipped version to my model, unwrap it. Then i reset the transforms, and apply the 'not flipped texture'. It sounds complicated but it really isn't.

JCat
05-28-2005, 05:55 PM
That's my question actually, how do you "reset the transforms" - I saw that topic of yours earlier to Miss O - but couldn't find where that was in Max.

Guybrush_47
05-28-2005, 06:07 PM
I use a tool called tile slicer. It was tool for a game called nwn, which allowed you to mess about with the settings of various models. In 3ds its called Reset X Forms, but i can never get it to work properly :/

So i use this tool instead. It's just a script which you put in, i'll give you the d/l link if you like, just look at the very bottom of the tool, theres an extension called NWN MDL Utilities, click on that, and then select your models and click reset transforms.

BEWARE. Sometimes it does make your 3ds crash, it conflicts at times, i think you can only use the reset transforms once, before it goes funny. So make sure you save your file before doing it.

http://nwvault.ign.com/fms/Download.php?id=19905

Chuck the tile slicer.ms into this folder C:\3dsmax6\scripts

JCat
05-28-2005, 06:13 PM
Thank you - I'll see if I can fiddle with it this evening. Max is already overwhelming, and now I'll by trying to handle a plug in. LOL

Guybrush_47
05-28-2005, 06:15 PM
You only use one button from the pluggin. To install it in 3ds, simply goto Utilities, (the hammer on the right) and go down to 'Maxscript' Click on run and browse your files till you get to tile slicer.ms in the scripts folder.

JCat
05-28-2005, 06:19 PM
Where will it wind up in the program to actually select it - is it a modifier I guess?

Guybrush_47
05-28-2005, 06:26 PM
It will come up as a new toolbar, long and vertical. You can't miss it :)

JCat
05-28-2005, 06:55 PM
:up: Much appreciated - well, time for another late night brain frier.

d_h1234
05-28-2005, 07:14 PM
I doubt that will help, as I did that already in max (reset X form) when I finished making it..but, who knows.

Guybrush_47
05-28-2005, 07:22 PM
d_h1234, it's a well known fact that 3ds and resetting x-forms are terrible. It never works, and when it does, it screws up the model so there no point ever using it.

This tool will do it successfully. Believe me i've imported 30 odd objects into rct3 now. Speaking from experience ;)

tikitiki
05-28-2005, 07:50 PM
Originally posted by DisneyFREAK1178
grrrr. Where do u extract files to?!

I may just may make an installer :rolleyes: Doesn't matter where you extract it to as long as they're all together: for instance, you want put them in a "new folder"

Cheers Tikitiki

JCat
05-28-2005, 08:05 PM
d_h1234 -

I got the Haunted Mansion working! The textures came out perfect.

I obviously didn't create the model, as it's d_h1234's - so I don't know all the steps you took, however, I copied your bmp, and flipped it BOTH horizontal and vertical. Saved the flipped one in a different directory. I had to rotate and scale it in Max of course, then sent it off as an ASE. In Jonwil's editor, I simply added the alternate flipped texture and it took. I have to run out the door, but in an hour I'll post the screen shot. The only thing is, the darker textures are really dark in RCT3. It's a beaut.

JCat
05-28-2005, 08:29 PM
Here's the shots -as you can see, when panning around to the other side, it's very dark. If you put a lampost next to it, it does not take the lighting. Yet, on the other side of the mansion, it does (I didn't post the night shot - because I wanted to display it with day settings)
EDIT: Just realized, the roof gates are just solid walls, which I'm assuming was done with transparent support in mind (which is not yet supported in the importer).

Model/Textures by d_h1234
http://www.trackworx.com/mansion1.jpghttp://www.trackworx.com/mansion2.jpg

Guybrush_47
05-28-2005, 08:32 PM
Good to see you got it working properly, shame the pic quality is rather low. Still, lots of people will find it useful. So a big thanks to d_h1234 and Pumper.

Yes, i would change the darker textures to be a bit brighter.

JCat
05-28-2005, 08:35 PM
Guybrush - now it's more confusing though - because I'm wondering what he did to create it - in other words, did he take a different approach then your workflow (any extra steps, etc..) or was a it a straight out process.

marnetmar
05-28-2005, 08:51 PM
Nice work Pumper, it looks like it just needs some fine tuning on the textures & it'll be game ready :up: :up:

DRIV3R MAN
05-28-2005, 09:09 PM
nice work pumper

can we have a name so i can post it on the ALL the scenary you need topic....

thanx

MAZZA

JCat
05-28-2005, 09:19 PM
Driverman -this is not part of a theme set. This mansion was created by d_h1234 - I just did the importing for him as a test to see if it would work out in RCT3. It's just a sample model.

DRIV3R MAN
05-28-2005, 09:31 PM
oh yer....ok sorry can i post the pics in the my Scenary downloading place and it can show how good the disignas of this Forum realy are... that is if you both dont mind.

JCat
05-28-2005, 09:47 PM
You'll need to wait for d_h1234 - as that's his model. Thanks :)

DRIV3R MAN
05-28-2005, 11:52 PM
yer im going to...


mazza

Guybrush_47
05-29-2005, 05:36 AM
hmm strange, my rct3 keeps crashing on me. I load a saved game, of any kind, single/sandbox/scenario. I try clicking on the building tool and it crashes. I try clicking on the research button and it crashes.

Has anyone else had problems like this? If so, how do you fix it :/

d_h1234
05-29-2005, 06:45 AM
Also looks like theres no 2 sided textures. :( Hope that's supported by JonWils program, otherwise, I'll be an upset bunny. :(

And as for being dark, ..hmm..I could try, but I'd rather also see maybe another normal RCT3 ride/scenery/something next to it to see if it looks the same (one side really bright, other side dark).

But seeing that screenshot, geez, Frontier should have tinkered with the area lighting, or environment light more. It's way too dark, especially if it's supposed to be daytime. It looks like there's just one really bright light, and that's it. :(

pumper if you could, try and post a screenshot with another normal object nearby please? :) I'd like to see how the lighting affects that as well.

(Yes there's also lots of goodies that look terrible due to no alpha/opacity support yet, the weather vane, the green iron walls, the white iron little wall on top, the black panes near the windows and doors, etc.)


DRIV3R MAN, or MAZZA, the name is just Disneyland Haunted Mansion v1, you can link (or save and host) any pics pumper or I have shown. But, it's obviously not quite finished yet, but it's damn close. Biggest issue really is the scale, and alpha map support.

Thanks again pumper! :D

DRIV3R MAN
05-29-2005, 08:19 AM
Thanx man....

CK the Fat
05-29-2005, 12:43 PM
I don't think changing the file extension on an .an8 file to .3ds will work, and there doesn't seem to be any conversions. Dangit, all the work I did custom-building my models has been wasted.

Can someone send me a template set of .ovl files, untextured? All I need for now is a standard wall. Then I'll work on city textures.

Miss O
05-30-2005, 11:55 AM
CK: Biturn can convert the .3ds, and doesn't Anim8or (sp?) save as .3ds anyway? But you'll still have to put the textures in with Milkshape or some other program (as yet undiscovered at a reasonable price).

Hope that helps. I'm working on my stuff all day.

marnetmar
05-30-2005, 06:51 PM
CK-I know nothing about Anim8or, but if you can save/export the models as 3ds or obj files you can get them converted with Biturn to ASE files.

bigbuilder
05-30-2005, 09:17 PM
Wooooooo Hooooooo It creaed the ovls. But I dont get what to do with them? I think I have to do the themes or something. Pumper a little assistance on what to do wit the ovl's?
Thank you.

JCat
05-30-2005, 09:21 PM
Very cool Bigbuilder -

You're at the part where you have to install it in a theme which are a bunch of parameter entries, and bit lengthy to explain (I'm crushed for time trying to get Blox finished). Look above in Marnetmar's signature, and click on Klinn's Tutorial, and it will give you the steps to create/install the theme file needed. Good luck!

JCat
05-30-2005, 09:23 PM
Originally posted by d_h1234
Also looks like theres no 2 sided textures. :( Hope that's supported by JonWils program, otherwise, I'll be an upset bunny. :(

And as for being dark, ..hmm..I could try, but I'd rather also see maybe another normal RCT3 ride/scenery/something next to it to see if it looks the same (one side really bright, other side dark).

But seeing that screenshot, geez, Frontier should have tinkered with the area lighting, or environment light more. It's way too dark, especially if it's supposed to be daytime. It looks like there's just one really bright light, and that's it. :(

pumper if you could, try and post a screenshot with another normal object nearby please? :) I'd like to see how the lighting affects that as well.
Thanks again pumper! :D


I was away Sunday and part of Monday, but tomorrow, I'll post the samples you requested, d_h1234 (Tuesday). Thanks!

bigbuilder
05-30-2005, 09:27 PM
Originally posted by Pumper
Very cool Bigbuilder -

You're at the part where you have to install it in a theme which are a bunch of parameter entries, and bit lengthy to explain (I'm crushed for time trying to get Blox finished). Look above in Marnetmar's signature, and click on Klinn's Tutorial, and it will give you the steps to create/install the theme file needed. Good luck!

Thx reading now... wish me luck!

marnetmar
05-31-2005, 12:23 AM
Sounds good bigbuilder, I'm glad to hear you're making progress with this project.

iceatcs
05-31-2005, 05:05 PM
I have just start to play with it but thing I got stuck...

Which I got error pop up - ' multiple objects, cant covert mesh ’
How to save .ASE files without multiple objects in 3D studio max

i have tried with a sphere and also a cube to test how it work out but still got same problem. So it seems to me that it must be something to do with those shapes.

Which one of the problem causes the error - the number of meshes or number of faces?

Sorry if it has been answered but I can't read 1000 posts+ from this thread...

I hope I’m able to do that cos I am a fast learner

JCat
05-31-2005, 05:10 PM
Faces doesn't matter - if your object is a single object - then it should not come back with that error if it's an ASE save directly from 3DMAX. If you've used two seperate objects to make one object -- then that would cause a problem -- unless you 'Attach" them to make one object (though it sounds like you used only one since it appears to be a simple primitive?).

Did you export the scene, or did you export selected? Try highlighting the entire object, then choose "export Selected".

iceatcs
05-31-2005, 05:39 PM
Still no luck for export selected and normal export.
Are you saying that to click select normal way or select it by under selection rollout?

Yeah I am using standard primitives create the object for start.

However maybe could u send me a sphere/cube (or whatever) in .max or .ase then I can work it out what the problem I am doing...

JCat
05-31-2005, 05:42 PM
About a half hour I'll be home, and I'll send you a spehere or cube. :-)

I usually hit CTRL-A to select the entire object, then hit "export selected" and choose .ASE - and it works straight out.

Do you have a material assigned? That does not matter, but if you have more then one material - that could also be a problem.

iceatcs
05-31-2005, 05:59 PM
I think I got it...
Which I was un-tick all in ASCII export option...
Now I tick the box for 'geometric' and I got difference error message in jonwill import program which it is ' texture not square 8bpp.......'

Now I am going to fix the texture bmp and let you what happen.

Thanks for wee help Pumper ;)

JCat
05-31-2005, 06:01 PM
Cool - make sure the texture is 256 color 8 bit. :)

iceatcs
05-31-2005, 06:07 PM
i got created the OVL files :D

marnetmar
05-31-2005, 06:17 PM
Sounds great iceatcs, I'm glad to hear you got it working :up:

CK the Fat
05-31-2005, 06:56 PM
Anim8tor saves .an8 files, and only that format.

And can't textures be applied in the scenery editor? I've even heard that they're over-ridden from the 3d modelor.

iceatcs
05-31-2005, 07:13 PM
I have successful install theme pack in RCT3 but crash when I click the object (cube)
Sound probably a bad ASE file... Maybe wrong export option in 3D max

So which you normally tick the boxes the ASEII export options?
Or is it size do matter? The parameters in the 3D studio max

JCat
05-31-2005, 07:23 PM
I usually have them all ticked except for vertex colors. Just delete the two ovls you made, then go to the themes folder and delete the folder that was installed there. Re-export the model, and try again. Also, make sure you close down jonwil's program when doing a new model. I remember my game froze when I created one model after another without closing Jonwil's importer in between each import.

iceatcs
05-31-2005, 08:31 PM
Finally I got it,
My very first custom object ever but it is a huge orange ball look like mars lol

But all ticked except for vertex colors didn’t work on jonwil’s program which keeping me error reporting pop up when I clicked convert to OVL, but I untick some that I don’t think need them and it works.

Now I gotta to back on 3Dmax to create something more better... maybe half life logo for my future plan park...

Again, thank you very much for your help.

CK the Fat
05-31-2005, 09:17 PM
Anim8tor doesn't seem to export to .obj or .3ds, but I'm going to email the guy and find out more.

iceatcs
05-31-2005, 09:46 PM
Getting there!
I've finish created the shape of Half Life logo in 3D max
BUT
I don’t understand why it has turn to horizontal level, which I want it on vertical…
http://img.photobucket.com/albums/v673/iceatcs/halflifelogoinrct3.jpg

Or shall I have to make it turn horizontal in 3D studio max?

CK the Fat
05-31-2005, 09:49 PM
So... you're doing a halflife project?

marnetmar
05-31-2005, 10:03 PM
Originally posted by iceatcs
Getting there!
I've finish created the shape of Half Life logo in 3D max
BUT
I don’t understand why it has turn to horizontal level, which I want it on vertical…

Or shall I have to make it turn horizontal in 3D studio max?


Nice work iceatcs :up: :up: I don't have 3DS max, but in Milkshape you have to line the model up sideways to get it to come up right in the game, it just takes a few tries to get it right.

iceatcs
05-31-2005, 10:04 PM
yeah one of area.
i'm planning to make a park with many game ride. GTA is one of them

also other plan i would like to make Marvel Studio Park

[EDIT] Fixed
http://img.photobucket.com/albums/v673/iceatcs/HalflifelogoFixed.jpg
now i only need to improve the texture like rusty effect and make it little smaller

WalkingSnake
05-31-2005, 10:56 PM
Originally posted by iceatcs
yeah one of area.
i'm planning to make a park with many game ride. GTA is one of them

also other plan i would like to make Marvel Studio Park

[EDIT] Fixed
(Image)
now i only need to improve the texture like rushy effect and make it little smaller

If it were possible, that would make such an awesome park entrance. :)

marnetmar
05-31-2005, 11:00 PM
Very cool iceatcs, it looks like you're on your way now to making some very cool stuff :up: :up:

JCat
05-31-2005, 11:26 PM
Wicked!! Nice going, iceatcs!

iceatcs
05-31-2005, 11:42 PM
http://img.photobucket.com/albums/v673/iceatcs/updatehalflifelogo.jpg
Got it smaller and very rush work of texture just to test it out how texture work.

Right! So I can see that I need to make it higher resolution bmp texture to make it looks better... but I am not happy with on the side. Is there any I can do with it?

[edit] by the way, thanks for comments as all of those keep me working ;)

marnetmar
05-31-2005, 11:45 PM
Originally posted by iceatcs
Right! So I can see that I need to make it higher resolution bmp texture to make it looks better... but I am not happy with on the side. Is there any I can do with it?

Looks good iceatcs, the texture has to be a 8 bit BMP file to work with the importer. You can map the sides seperately, but you might have to duplicate them & delete the original faces to get rid of the blurry effect.

iceatcs
05-31-2005, 11:58 PM
yeah 8bit bmp but i'm using 128x128 so i might change to 256x256

so i will see if i can get rid of the blurry effect on the sides.

marnetmar
06-01-2005, 12:26 AM
The "blurry" effect on the sides isn't a problem with the texture, it's the way it's applied to the model. For the sides you need to apply the texture from the side or top to the faces of the model. The way it is now, it's just applied from the front to the whole model.

iceatcs
06-01-2005, 12:44 AM
just add texture on the top or side in 3d editor?
but i can't see if i can add another new texture in the same object in jonwil import...

JCat
06-01-2005, 02:46 AM
Originally posted by d_h1234


pumper if you could, try and post a screenshot with another normal object nearby please? :) I'd like to see how the lighting affects that as well.


Hi d_h1234 - here's two screens of your mansion with some stock RCT3 objects -- looks like they're pretty much affected by light in the same way. Probably because of the very dark forest-green like walls is the reason the shadowing makes the green look black. If you roate the mansion, even the bright white sections appear grayish.
http://www.trackworx.com/light.jpghttp://www.trackworx.com/dark.jpg

iceatcs
06-01-2005, 03:23 AM
one thing i need to know before i take it seriously...

can i create textures/maps in 3D editor like UVW Map and save one picture file (8bit bmp) with UV layout?

will it work to covert OVL with UVW map?

JCat
06-01-2005, 03:34 AM
Jonwil's program remembers mapping coords, so yes, that should be fine. I've been using Milkshape for all of my previous work, and just recently began using Max, so some questions leave me on the same boat as you. Guybrush, Klinn & d_h1234 have a lot more experience with Max.

Guybrush_47
06-01-2005, 04:14 AM
looks like the mansion has some serious smoothing problems... though that could be just an illusion from the roof textures looking weird...

d_h1234
06-01-2005, 06:04 AM
thanks pumper! :D

yeah a few pieces seem to have smoothing problems, i guess thatll be fixed next along with scale issues..

as for the texture, i dunno what to do about it really.. :weird: i guess ill tinker with it.

thanks again pumper, youre a life saver :)

Guybrush_47
06-01-2005, 06:23 AM
the bits that have the smoothing problems,simply select your object. Select the problem faces, and detach... then reattach... the thing with rct3 is that smoothing is done when vertexs are joined together... so, if the vertexs on each face is broken, then all of the faces will be sharp and crisp. What i tend to do, is do all the texturing first, then i reset the transforms, that'll let me manipulate the object and the textures will not change, so i can split my object into tiny pieces and reattach them together... but do not weld the vertexs!

Hope that helps you out.

d_h1234
06-01-2005, 09:30 AM
Originally posted by Guybrush_47
the bits that have the smoothing problems,simply select your object. Select the problem faces, and detach... then reattach... the thing with rct3 is that smoothing is done when vertexs are joined together... so, if the vertexs on each face is broken, then all of the faces will be sharp and crisp. What i tend to do, is do all the texturing first, then i reset the transforms, that'll let me manipulate the object and the textures will not change, so i can split my object into tiny pieces and reattach them together... but do not weld the vertexs!

Hope that helps you out.

I don't think that's the case here, because not all of the mansion is screwy shaded...And I never broke up polys like that, it was all just shading groups in Max.

But I guess I may have to break them up for it to work, who knows..

Caffinated
06-01-2005, 06:16 PM
Nice work on all of this, from working through the original code to develop the tool in the first place, to the leaps and bounds that others have made since then.

Currently I'm working on a set of just simple letters and numbers (Arial font, I do plan on doing a couple other fonts after I do some more advanced modelling stuff), 1/4 tile objects about 2 units high. This brings up my piece of feedback :).

Having a tool to automate the generation of the ovl files would be nice. For this project, I have about 59 objects (made some of the basic symbols too) all of which use the same texture. Making it a bit tedious creating the ovls 1 by 1. (I know there's nothing in there yet for it, so not asking that...just a suggestion for a future addition).

Even something simple where you import a text file with the source names, choose a texture name and the rendering options and click go. OVLs named the same as the ASE files (which I do anyway to keep it all consistant).

I lack the skills in C(++/#), but I can understand how to do it in VB. (I could use most of the "way to do it" in a file renaming/moving/copying utility I created for work).

Of course, this may be a very specific piece that would be used less than some of the other things in the works atm, so could be classified as low priority.

(I'm going to look at the code myself tonight to see what I can hammer out for this...)

PS Text Generator in Milkshape rules ;).

JCat
06-01-2005, 06:20 PM
Wow, more power to you- that sure is a heck of a tedious job. I had nightmares thinking about doing that. Glad you're able to face the fear! :haha:
But in all seriousness, I'm looking forward to the results.

Caffinated
06-01-2005, 06:35 PM
Hehe, they're a bit blocky, but I went for simple and quick rather than anything super fancy. They don't look bad in-game tho. Just getting tedious with all the same inputs :p (also took me a couple days to get the rotation, alignment, and colorization bitmap to work right).

Will get some shots up for those who are curious once I do all the importing stuff.

marnetmar
06-01-2005, 06:52 PM
Sounds Great Caffinated, Having an automated ovl generator would be great, although I have no idea how to do anything like that. I'm glad you're working on some new stuff for the game also, we can always use more new "goodies" lol :up: :up:

JCat
06-01-2005, 06:52 PM
That's ok, blocky - if they're letters, people will love 'em. What size did you make them - say, a single letter in relation to a standard wall size?

Caffinated
06-01-2005, 07:06 PM
They are set on 1/4 tile (1/8 tile would be nicer, but we can't do it ;)) They range in height from slightly less than to equal to a 2/3 wall. They'll also be a bit more spaced out than regular text, due to the limitations of the modelling, aspect ratios, and in-game constraints.

When this is finished, I do plan on moving all the meshes up about 1/2 a unit and adding in a "wall" item that will sit right against the back of them (2 different items though, for texturing sake :haha: ).

marnetmar
06-01-2005, 07:09 PM
Sounds great Caffinated :up: :up:

CK the Fat
06-01-2005, 07:12 PM
Anim8tor does save to ,obj; I went to their forums and asked.

I'm on my way to my custom city set!

Edit: Then again, not so much... the importer crashes when I try to save the .ovl file.

marnetmar
06-01-2005, 07:14 PM
Originally posted by CK the Fat
Anim8tor does save to ,obj; I went to their forums and asked.

I'm on my way to my custom city set!

Sounds Great CK :up: :up:

CK the Fat
06-01-2005, 07:21 PM
The importer crashes after saying save to the .ovl filename.

I'm going to re-download the program; I don't know how old the version is.

Caffinated
06-01-2005, 07:36 PM
Just an update the my above post (I'm going nuts today! :haha: )

Here are the basics of the set, I installed 3 of the letters just to give you an idea.

http://cafeens_corner.tripod.com/RCT3/Shot0010.jpg
This should give you an idea of the size in relation to peeps and walls. The wall on the right is a 2/3 wall.
http://cafeens_corner.tripod.com/RCT3/Shot0011.jpg
Here are the letters in front of current walls. I hope to make this look better and work with raised letters and walls that actually butt up against the backs of them in the next run through.

(edit: note to self, put a space after the :haha: smiley before closing the parenthesis :p )

JCat
06-01-2005, 07:50 PM
Nice! I love it. So right now, this set won't align flush against an adjacent wall you're saying? Either way - that's still amazing. Can't wait to see this finished.

WalkingSnake
06-01-2005, 07:58 PM
I LOVE them!

The only problem is that they need to be BOLDER. Maybe use Arial Black font.

BoRJoYZeE
06-01-2005, 07:59 PM
I can't wait untill this gets out!

Teirmose
06-01-2005, 08:33 PM
I am soooo impressed with what you folks are doing. I hope you guys decide on a centralized site where we can find all the stuff that is released. I would hate to miss any.

I am still drooling over Miss O's creations and hoping that she will be able to finish them. The Oriental stuff looks great Miss O.

Heck, all of your creations look great folks. I am looking forward to your releases just as much as Frontiers expansions.

Thank you Jonwil for make this possible. Thank you all for sharing with us.

WalkingSnake
06-01-2005, 08:44 PM
Originally posted by Teirmose
I am soooo impressed with what you folks are doing. I hope you guys decide on a centralized site where we can find all the stuff that is released. I would hate to miss any.

I'm thinking of working on something. More news soon. ;)

marnetmar
06-01-2005, 09:10 PM
Looks Great so far Caffinated, keep up the good work :up:


Originally posted by Teirmose
I am soooo impressed with what you folks are doing. I hope you guys decide on a centralized site where we can find all the stuff that is released. I would hate to miss any.


Well for those making mods for RCT3, we're hosting mine & Pumpers stuff & would be happy to host other peoples stuff that don't have a place to host it already. The link's in my sig. ;)

CK the Fat
06-02-2005, 12:31 AM
Still not running, even with the newest version.

"Unhandeled exception in rct3imp.exe 0xC0000005: Access violation"

That's why the debug of the program says.

Any ideas? I really want to start making stuff...
------------------------------------------------

Turns out you need .ASE files, not .ase, so that problem's solved.

Here's my next one: every object, it claims has multiple meshes and cannot convert. I even made one single cube in Anim8tor and tried it; same results.

Anyone have this problem?

Caffinated
06-02-2005, 02:24 AM
When Biturn converts the 3ds (or MS3d) files to ase, it adds what it calls a "root" to the file. (Well, maybe this gets exported with 3ds and MS3d, not sure).

To fix this, simply remove this portion from the ASE:
1) Open the ASE file in notepad.
2 )Remove starting at *GEOMOBJECT down to the last bracket pertaining to it (the bracket directly above the next *GEOMOBJECT).

The section to remove is...

*GEOMOBJECT {
*NODE_NAME "root"
*NODE_TM {
*NODE_NAME "root"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.000 0.000 0.000
*TM_ROW1 0.000 1.000 0.000
*TM_ROW2 0.000 0.000 1.000
*TM_ROW3 0.000 0.000 0.000
*TM_POS 0.000 0.000 0.000
*TM_ROTAXIS 1.000 0.000 0.000
*TM_ROTANGLE 0.000
*TM_SCALE 1.000 1.000 1.000
*TM_SCALEAXIS 1.000 0.000 0.000
*TM_SCALEAXISANG 0.000
}
}

Note: the actual start or finish place doesn't matter so much (regarding the brackets), so long as you take out 1 closed bracket for every open bracket you delete in the "root" portion.

Be sure to check out this thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=468638) as it has the information in this one, condensed down a bit so you don't have to wade through the 1k+ posts in this one. It's a bit easier to handle if you are learning the ropes.

Caffinated
06-02-2005, 02:11 PM
Found a couple things out about this that haven't been mentioned. It may be common sense :p but still.

1) Cost/Refund on scenery pieces... Placing a negative value in the refund value will give you the money back for removing the piece (a la normal stock scenery items). Leaving a positive number in the field will cost you money to remove the items (a la the stock trees and stuff).

2) You can create multiple groupings under a single theme. Changing the group Icon in the scenery manager will change the grouping that comes up in-game. For example, I could group all my letters together using Feen_Letters_GIcon and all the numbers using Feen_Numbers_GIcon. This will keep all the base files in a single file structure (say style\themed\Feen_3dText) and allowing for the multiple groupings underneath that. Of course, it makes the single theme bigger than having multiple smaller ones.

Can't really install multiple themes to the same folder, as the style.unique.ovl and style.common.ovl would get all messed up :(. Would just be a way to keep similar theme items (i.e. 3d text) in a single place for end user's convienance.

Tom65789
06-02-2005, 02:48 PM
does anybody know of a file converter i can download that converts either .3ds or .obj i tried google but it doesnt seem to help

2005
06-02-2005, 05:00 PM
Working on a forest project now, basically i'm trying to make a simple huge block look like a reasonable forest area, but will make little difference to the fps (virtually none).

Anyone tried this already? the problem is texturing looking convincing, becasue its in 3d, its only going to look good at certain camera angles.(this is the default view, press R). From far away makes no difference, closer up its going to look slightly odd. And obvious the texture dosn't sway like the real tress do.

http://img177.echo.cx/img177/306/ptf6me.jpg


Not saying this is going to work at all, but i'll try it in the next few days.
it might look acceptable enough to use - with existing tress around the egde - for forest parks (like AT, PKI).

bigbuilder
06-02-2005, 05:13 PM
I have googled many times nowand I still cant find a free .ase exporter. If anybody knows of one can you let me know? thanks

Caffinated
06-02-2005, 05:16 PM
Biturn works great. Link is all over this thread, and the "All you need to know..." thread linked in one of my posts above. (don't have it atm though.)

Tom65789
06-02-2005, 05:18 PM
found it but now it says "multiple objects, cannot convert mesh" argh it was working b4 and now it isnt

CK the Fat
06-02-2005, 05:18 PM
Bitburn.

http://mirex.mypage.sk/index.php?selected=1

scroll down to the Bitburn section and download it there. You need a .rar extractor for it.


Tom: Exact same problem.

WalkingSnake
06-02-2005, 05:27 PM
What modelling program are you guys using that's causing problems?

Tom65789
06-02-2005, 05:29 PM
How do you make a theme before u make any .ovl files to put in it

CK the Fat
06-02-2005, 05:33 PM
Aim8tor. I'm going to post a question at their forums.

WalkingSnake
06-02-2005, 05:46 PM
Originally posted by CK the Fat
Aim8tor. I'm going to post a question at their forums.

Scroll up a little bit. There's a solution to your problem on this very page. ;)

CK the Fat
06-02-2005, 05:47 PM
By Caffinated? I thought that was regarding .ase and .ASE

WalkingSnake
06-02-2005, 05:51 PM
Did you try this:

Originally posted by Caffinated
When Biturn converts the 3ds (or MS3d) files to ase, it adds what it calls a "root" to the file. (Well, maybe this gets exported with 3ds and MS3d, not sure).

To fix this, simply remove this portion from the ASE:
1) Open the ASE file in notepad.
2 )Remove starting at *GEOMOBJECT down to the last bracket pertaining to it (the bracket directly above the next *GEOMOBJECT).

The section to remove is...


*GEOMOBJECT {
*NODE_NAME "root"
*NODE_TM {
*NODE_NAME "root"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.000 0.000 0.000
*TM_ROW1 0.000 1.000 0.000
*TM_ROW2 0.000 0.000 1.000
*TM_ROW3 0.000 0.000 0.000
*TM_POS 0.000 0.000 0.000
*TM_ROTAXIS 1.000 0.000 0.000
*TM_ROTANGLE 0.000
*TM_SCALE 1.000 1.000 1.000
*TM_SCALEAXIS 1.000 0.000 0.000
*TM_SCALEAXISANG 0.000
}
}


Note: the actual start or finish place doesn't matter so much (regarding the brackets), so long as you take out 1 closed bracket for every open bracket you delete in the "root" portion.

Be sure to check out this thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=468638) as it has the information in this one, condensed down a bit so you don't have to wade through the 1k+ posts in this one. It's a bit easier to handle if you are learning the ropes.

CK the Fat
06-02-2005, 05:52 PM
There are multiple sections like that in the file. How many, or which ones, do I remove?

2005
06-02-2005, 05:53 PM
the one near the top named root. Far from "many", there is only one.

I use anim8or, so i know it works.

CK the Fat
06-02-2005, 05:55 PM
All right, I'll try that next. Thanks.

Now it's back to crashing. GEEZ.

Since you use Anim8tor and have gotten it to work, 2005, do you know what the size specifications for a type wall (length, height, depth) of a typical wall?

Tom65789
06-02-2005, 06:10 PM
ok if i cant export it as a .ase file but i can export it as a .3ds then convert it will it still work also the textures if i want it to be just a plain simple colour like red how do i make it and what do i make it in

CK the Fat
06-02-2005, 06:13 PM
Even paint will work for a simple thing like that. But just about any photo editing software can do that (if it can't, then it must REALLY suck.)

Tom65789
06-02-2005, 06:24 PM
when i try to save it it comes up sayin "RCTimp.exe has encountered an needs to close" and its doing my head in please help

CK the Fat
06-02-2005, 06:26 PM
Oh my god, it does the same thing for me. What type of computer do you have?

Tom65789
06-02-2005, 06:27 PM
an acer apsire T310. why? im looking into it now if i get it working i'll let u know, i made a square or red 500x500 is that alright for my texture

CK the Fat
06-02-2005, 06:29 PM
I think so. Mine is a 128 by 128 grid.

My computer is an HP Media Center, custom built.

Tom65789
06-02-2005, 06:31 PM
i just want it to cover it completely but will it do n e thing if its too big or doesnt it matter

2005
06-02-2005, 06:31 PM
Originally posted by CK the Fat
All right, I'll try that next. Thanks.

Now it's back to crashing. GEEZ.

Since you use Anim8tor and have gotten it to work, 2005, do you know what the size specifications for a type wall (length, height, depth) of a typical wall?


i think 0.3 anim8or/3dmax units are equal to a wall hegiht, but i've only made large objects by trial and error, so i don't know for sure.

Tom65789
06-02-2005, 06:32 PM
can u help me and CK the Fat as it keeps closing on us when we try to save as a .ovl

WalkingSnake
06-02-2005, 06:32 PM
The size must be square and a power of 2. Such as 128x128, or 512x512, or 256x256.

Tom65789
06-02-2005, 06:33 PM
^well that might help i'll try it now thnx walkingsnake

CK the Fat
06-02-2005, 06:35 PM
Wow, major scale-down for me... my objects may be like 500 floors high in the game.

Tom65789
06-02-2005, 06:36 PM
still crashes on me. does it still crash fr u CK the Fat

Caffinated
06-02-2005, 06:39 PM
For single color textures, the smaller the better. They also all have to be in 8-bit sizes (I think that's what it's called? can't remember).

This means that the bmp should be (all in pixels):
8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048 and so on. (Haven't tried all of these, but it's the schematic of the image sizes. Also haven't tried less than 8x8).

Also, you MUST make sure to save it as a 256 color bitmap, higher color depths will not work (not sure about lower ones..haven't tried it).

For a single color item, you can use paint to fill a square of color, then resize it down to a proper size.

For more advanced textures...paint will still work! (but you tend to get better tools in better image editing software).

For the color changeable textures, you need to be able to save the bitmap as an indexed file, with the color tables that Klinn included in his update. I haven't found an inexpensive program with this ability yet :(. (You can get a free 30 day trial of Photoshop though, that's how I ended up doing it.)

WalkingSnake
06-02-2005, 06:41 PM
Originally posted by Caffinated
For single color textures, the smaller the better. They also all have to be in 8-bit sizes (I think that's what it's called? can't remember).

This means that the bmp should be (all in pixels):
8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048 and so on. (Haven't tried all of these, but it's the schematic of the image sizes. Also haven't tried less than 8x8).

Also, you MUST make sure to save it as a 256 color bitmap, higher color depths will not work (not sure about lower ones..haven't tried it).


8 bit means 256 colors. I forgot about that.

CK the Fat
06-02-2005, 06:44 PM
Yep, still crashes.

I'm going to take another look at my texture file; I recall seeing a 24 somewhere. Maybe I set that as the bit rate.

24 bit "depth." But I can't change it.

2005
06-02-2005, 06:46 PM
the scale is slightly odd, the objects look tiny in the editor but huge in the game. your'll soon get an idea of scale though...........The smp building i started was just 6 squares acrosss in anim8or - in game it was about 300ft wide to the peeps.

With ani8or you can scale the object to make it easier to work, but only when you have joined solids. When grouped and scaling, it often messes up the x,y,z posistion of the objects (they get out of sync with each other........i don't know what the technical word is)


Make sure all your textures are:

.bmp
256 colour
a square number (32x32 is best)


You can use any square figure but 512x512 is pointlessly demanding on slower graphics cards when you have a repeating texutre. its about using the least resources where possible.

bigbuilder
06-02-2005, 06:46 PM
I am close:haha: ! I did everything got my .ovls themes and then I installed the theme. I go and the folder is in with the themes where it should be.

Anyways I start rct3 enter sandbox mode. I go throug all the scenery but I don't see my object or even an icon or anything. Should it just appear in with the objects in sandbox mode or what?

I can almost see the light at the end of the tunel please help.






P.S. For people with multiple objects error.

I used anim8or and exported it as .3ds. I used biturn to convert it to .ase. I got te multiple objects error. To fix it just do what WalkingSnake said and delete that section of the .ase file.

Tom65789
06-02-2005, 06:47 PM
still crashes and ive dun everything above

CK the Fat
06-02-2005, 06:49 PM
I hope the precision can go very, very small.

I tried the object again with a black and white background. It still crashes.

Tom65789
06-02-2005, 06:52 PM
same here i've tried everything it will be a miracle if me and CK the Fat get it dun

2005
06-02-2005, 06:52 PM
what exactly was the error again?

Tom65789
06-02-2005, 06:55 PM
http://www.T65789.co.uk/error.JPG

CK the Fat
06-02-2005, 06:56 PM
Exact same here.

Tom65789
06-02-2005, 06:58 PM
we open the .ase file we open the texture and put the stlye name for the texture and woah it comes up with the error message up there^

Caffinated
06-02-2005, 06:58 PM
I am close ! I did everything got my .ovls themes and then I installed the theme. I go and the folder is in with the themes where it should be.

Anyways I start rct3 enter sandbox mode. I go throug all the scenery but I don't see my object or even an icon or anything. Should it just appear in with the objects in sandbox mode or what?

I can almost see the light at the end of the tunel please help.

I had this issue for awhile, I then found out that the importer wasn't putting the style.common.ovl file into the themed\[YourThemeName] folder. It seemed to only happen on the first run or so though, so after I got it working it hasn't had an issue with that.

The fix:
*Warning* make sure that you do this ONLY in the folder for your theme, doing this in the base themed folder could mess up all scenery for you!

open up notepad, save the blank file as "style.common.ovl" into the themed\[YourThemeName] folder. Then reinstall the theme. The new blank file will get populated, and then it seems to create any future themes correctly.

Now,
If that file is there already...then I don't know. This was the only time that the items did not exist in-game for me.

2005
06-02-2005, 06:59 PM
someone else had this problem, i'm trying to remember what it was. its in this thread somewhere, i just don't want to look thorugh it all.


For texture style, for now, try using just plain old " siopaque "

Other possiblitlies are corrput .ase files (it happens) or you still aren't making the texture right.

post the .ase, with your texture and i can see if i can convert it for you.

Tom65789
06-02-2005, 07:02 PM
still crashes when u use that

2005
06-02-2005, 07:03 PM
i think i edited my post after you posted:

For texture style, for now, try using just plain old " siopaque "

Other possiblitlies are corrput .ase files (it happens) or you still aren't making the texture right.

post the .ase, with your texture and i can see if i can convert it for you.

Tom65789
06-02-2005, 07:04 PM
here:

http://www.T65789.co.uk/A.rar

2005
06-02-2005, 07:12 PM
i got the same error.

Something is probably wrong with thew .ase


EDIT: got it.

You saved the texture as a 24bit bitmap. it must be 8 bit (256 colour).

Changing the texture let me make the file.

your'll get a warning about niformation loss, but thats normal.

marnetmar
06-02-2005, 07:15 PM
Originally posted by Tom65789
here:

http://www.T65789.co.uk/A.rar


I'm not sure what's wrong here Tom, can you post the model you made & I'll see what I can do with that if you want.

2005
06-02-2005, 07:16 PM
its the texture i tried it already.

It was a 24 bit .bmp

needs to be 256 colour. paint will convert it for you - just select the right format from the save options menu.

Tom65789
06-02-2005, 07:17 PM
u mean its working?

2005
06-02-2005, 07:17 PM
yes.


EDIT: no theres a problem. i don't get the error, but neither do the files appear where they should. The program just closes. thats weird.

marnetmar
06-02-2005, 07:19 PM
I'm glad it's working for you 2005, I fixed the texture & it's still crashing here.

Tom65789
06-02-2005, 07:19 PM
AWESOME can u send me the files back. did u just re do my texture

Tom65789
06-02-2005, 07:20 PM
Originally posted by 2005

EDIT: no theres a problem. i don't get the error, but neither do the files appear where they should. The program just closes. thats weird.

thats what happened to me at first then the errors started coming argh

2005
06-02-2005, 07:22 PM
yep i fixed the texure but the file dosn't (or never) appears. must be a bad .ase file.


try converting the .ase


tried one of my own textures.............nothing. So must be the .ase

But still its important to remember the texture was wrong originally, you need to make it 256 colour in future.

Tom65789
06-02-2005, 07:23 PM
will do

2005
06-02-2005, 07:24 PM
sorry i meant reconverting the .ase, although i think you got that anyway :)

Tom65789
06-02-2005, 07:27 PM
argh now it says multiple objects cannot convert mesh but here is the .ase file

http://www.T65789.co.uk/A.ASE

2005
06-02-2005, 07:32 PM
because you forgot to remove the root information - you have to do that everytime :) easy to forget.


}
*GEOMOBJECT {
*NODE_NAME "root"
*NODE_TM {
*NODE_NAME "root"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.000 0.000 0.000
*TM_ROW1 0.000 1.000 0.000
*TM_ROW2 0.000 0.000 1.000
*TM_ROW3 0.000 0.000 0.000
*TM_POS 0.000 0.000 0.000
*TM_ROTAXIS 1.000 0.000 0.000
*TM_ROTANGLE 0.000
*TM_SCALE 1.000 1.000 1.000
*TM_SCALEAXIS 1.000 0.000 0.000
*TM_SCALEAXISANG 0.000
}

Tom65789
06-02-2005, 07:34 PM
oh ye. lol

Tom65789
06-02-2005, 07:36 PM
still crashes have u got it to work

Caffinated
06-02-2005, 07:36 PM
For the multiple objects, make sure to remove the portion posted in this thread quite a few times (the portion pertaining to root).

However! I managed to get these items in the game...with some tweaking.

I'm not sure if it was the import from ASE to Milkshape, but I see there is a joint at the root. (I don't remember seeing this in the original ASE, but when I reexported/converted it was also showing up in the ASE file.)

I remove the Root section as normal, then that joint section..and here are the results..

http://cafeens_corner.tripod.com/RCT3/Shot0025.JPG

Now, again, I don't know if the joint was created from the conversion of ASE to Milkshape or not...but it worked after I removed the reference to it. Possibly, resaving (making sure there aren't any funky extra things) then reconverting (and removing the "root" part) will work for you. I don't know a thing about anim8tor tho, so a grain or 2 of salt is needed ;).

(edit, no..that little red x wasn't the result >< url fixed)

(edit #2! - Yes, your A is currently sleeping on it's side. Try rotating the model around the Z-axis in the modelling program to make it stand up. Will also have to play around with the tile orientation once you get that (and the whole import process) working right).

Tom65789
06-02-2005, 07:39 PM
i rnt using milkshape or anim8tor and by the looks of it the look as tho the are on a side i wont them to stand with the base on the floor

2005
06-02-2005, 07:42 PM
seems to be a prob with the .3ds file then - what are you using?

Tom65789
06-02-2005, 07:43 PM
a program called 3d (its a pile or crap if u ask me)

2005
06-02-2005, 07:45 PM
switch to anim8or then, its not perfect but for free its still pretty good.

Some limitations, but i can't think of anything better to start 3d models.

Guybrush_47
06-02-2005, 07:45 PM
Hasn't someone already done letters? Or was that just a practice model?

Caffinated
06-02-2005, 07:47 PM
We're kinda both working on them at the same time :). (I missed the thread where he said he was going to do some.)

His are different than mine though, so the more variety out there the better.

Tom65789
06-02-2005, 07:49 PM
yer his are just plain aerial at the mo but not to sure whats happening but mine are going to have 5 themed fonts a general, horror, old time, space and a water one for the release of soaked

bigbuilder
06-02-2005, 08:06 PM
Ok it was working a while ago but now when I try to install the theme it says not a 512X512 true color texture.(or something similar).

Tom65789
06-02-2005, 08:07 PM
it is 256 color bitmap isnt it?

2005
06-02-2005, 08:11 PM
yes


'true colour' is another name for 32bit (about 65million-ish colours that we can see, why it is called 'true' probably )

Not sure if its 32bit or 24 bit that adds up to 65million, i think its 32bit, but not 100% sure. Don't know why paint dosn't offer 32bit.

bigbuilder
06-02-2005, 08:28 PM
I just did it again. I install it it works. Then I add the blank style.common.ovl notepad and start the game.

But when the game starts it gives me an error and freezes up.

I try to reinstall the theme but then I get the error that says not a 512X512 true color or whatever.

The image was made in photoshop and is 512X512 and saved as 8bit.

Tom65789
06-02-2005, 08:29 PM
thats alright thn

bigbuilder
06-02-2005, 08:30 PM
Originally posted by Tom65789
thats alright thn

What's all right?

Tom65789
06-02-2005, 08:33 PM
texture .bmp format for a 256 colours

2005
06-02-2005, 08:35 PM
trying using mspaint.

Its primitive but thats an actually an advantage here, because something like photoshop might still have the wrong setting or something - its too complex for its own good.

Tom65789
06-02-2005, 08:39 PM
ye i used ms paint i only have the problem of all my 3d models are layed down

jonwil
06-02-2005, 08:42 PM
Texture files for the 3d models should be 8bpp 256 color bmp files.
Texture files for icons should be true color bmp files.
Be aware that (in the near future), the texture format for icons is going to change from bmp to png (so that I can support proper transparency at last)
The texture format for 3d models will stay as bmp with an extra 8bpp 256 color bmp file that holds transparency information (where color index 0 = transparency value 0 and so on)

Tom65789
06-02-2005, 08:43 PM
ok then. thanks again jonwil

Caffinated
06-02-2005, 08:47 PM
The icon bitmap has to be 512x512 (color depth doesn't matter on that one!--Jonwill smacks Cafeen! it does matter it has to be 24-bit (aka True Color), I was being dumb ><) the texture maps are explained above...

The ovl file fix I mentioned was to be used ONLY if that file was missng, and if the installer was not creating it.

You should install the theme after you do this as well. Somehow it forces the file to populate.

jonwil
06-02-2005, 08:56 PM
Color depth does matter for icon textures
They must be true color (24bpp)

Caffinated
06-02-2005, 08:57 PM
Doh, thought I had used lower depth maps for the icons and it worked, was mistaken (edited above as well).

bigbuilder
06-02-2005, 10:23 PM
Wooooooooooo Hooooooooooo it worked!!!!!!!!!:D :D :D :D :D :D

I created my first rct3 object. Just a cube but ok. Ive created a few more basic objects and experimented.

I found that getting this to work is like riding a bike. The first attempts fail and it doesent work but as soon as you learn to ride (get your object in the game) it is easy to ride more (make more objects)


Alright now I have 2 questions.

1. How do I make it color changable? Is it in the texture itself or an "unknown" or what?
2. How do I make the objects react to light when a light is placed next to it? Is it something with the SIOpaque thing or whatever?

Thats all for now. I cant wait to try some different things. Im planing catwalks right now for the coasters.

CK the Fat
06-02-2005, 10:23 PM
Do grayscale images work?

Caffinated
06-02-2005, 10:34 PM
Hehe, yep, once you get your first objects in and learn the basics, it's 100 times easier to do.

See the PDF included with the newest version for details on the color changeable stuff. If needed, I have a very simple bitmap that I use. It only allows for a single color change, and there's no actual "texture" to it, but depending on your needs it'll work great.

I'm not sure what controls the light part, mine first one was fine in that manner, so might be due to the SIOpaque thing...but don't remember. (I'm sure one of the super-users of this will have that answer :))

CK the Fat
06-02-2005, 10:35 PM
Can you email me a working texture? The problem might be with my .ase file.

PM me and i'll give you my email.

JCat
06-02-2005, 11:49 PM
Originally posted by jonwil
Texture files for the 3d models should be 8bpp 256 color bmp files.
Texture files for icons should be true color bmp files.
Be aware that (in the near future), the texture format for icons is going to change from bmp to png (so that I can support proper transparency at last)
The texture format for 3d models will stay as bmp with an extra 8bpp 256 color bmp file that holds transparency information (where color index 0 = transparency value 0 and so on)

This is good news - depending on how long that happens, I may just begin the models for my next project, but not texture them! :) :up:

marnetmar
06-03-2005, 12:37 AM
Originally posted by bigbuilder
Alright now I have 2 questions.

1. How do I make it color changable? Is it in the texture itself or an "unknown" or what?
2. How do I make the objects react to light when a light is placed next to it? Is it something with the SIOpaque thing or whatever?

Thats all for now. I cant wait to try some different things. Im planing catwalks right now for the coasters.

I'm glad to hear you got it working bigbuilder :up: :up: It does get easier once you've gotten a few models to work right.

In answer to #1-Both lol If you have the newest version of the importer (RCT3 Imp61) It contains the info, for making the models recolorable. I haven't tried it yet myself, as the things I'm working don't need that option, but there's a file for Photoshop & also for another program. I forget which one, to use for the coloring option & Klinn has added the info for the settings in the program also.

#2-I've used the SIOpaque setting for most everything & the lighting has been fine so far. The "Glass" setting is a cool one that makes the texture/model semi-transparent & one of the "reflective" add's a bit of a shine to the texture, you kind of just have to play with them to see what looks best for the prop you're making.

Good Luck & I'm looking forward to seeing your creations when you get them finished :up:



EDIT: Jonwil-That sounds Great, I'm not sure how to work with those bmp textures you mentioned, but I'll figure it out one way or another.

Tom65789
06-03-2005, 07:23 AM
well its crashing again and i have delted that section about the "roots" and made a 256 colour blue square 256x256 and exported it as a .ase from 3d studio max and it still says multiple objects, connot convert mesh

Guybrush_47
06-03-2005, 07:55 AM
Originally posted by jonwil
Texture files for the 3d models should be 8bpp 256 color bmp files.
Texture files for icons should be true color bmp files.
Be aware that (in the near future), the texture format for icons is going to change from bmp to png (so that I can support proper transparency at last)
The texture format for 3d models will stay as bmp with an extra 8bpp 256 color bmp file that holds transparency information (where color index 0 = transparency value 0 and so on)

Great stuff. This will be EXTREMELY useful.

bigbuilder
06-03-2005, 04:00 PM
Originally posted by marnetmar
I'm glad to hear you got it working bigbuilder :up: :up: It does get easier once you've gotten a few models to work right.

In answer to #1-Both lol If you have the newest version of the importer (RCT3 Imp61) It contains the info, for making the models recolorable. I haven't tried it yet myself, as the things I'm working don't need that option, but there's a file for Photoshop & also for another program. I forget which one, to use for the coloring option & Klinn has added the info for the settings in the program also.


I think the link on the first page is like 5. something. Where can I get 6?

CK the Fat
06-03-2005, 05:12 PM
Even with a working texture (I'm not even sure mine was invalid) the editor still crashes. Anyone want to try my object and see if any of YOU can get it to convert?

marnetmar
06-03-2005, 05:59 PM
Originally posted by Tom65789
well its crashing again and i have delted that section about the "roots" and made a 256 colour blue square 256x256 and exported it as a .ase from 3d studio max and it still says multiple objects, connot convert mesh

Tom - Can you post the ase somewhere so one of us can take a look at it?


Originally posted by bigbuilder
I think the link on the first page is like 5. something. Where can I get 6?

Just click the link in my signature for RCT3 Mod Tools & you can d/l the newest version on that page.

bigbuilder
06-03-2005, 06:04 PM
alriht itwas working yesterday but not today. I try to create the ovl's and an erro says not a bpp image with a squared size (or something close) But my image was saved in paint, is just a solid color, and is 512X512.:(

srk121
06-03-2005, 06:11 PM
hello people.. i am new to this editor.

i am stuck on first place. i am using milkshape for my 3d program. i have created a sphere and saved it as a ase file.

when i click on edit.new create new scenery.

it says to load up ase file now i have done that.

but what do i have to load in bmp option?

please help thank you

marnetmar
06-03-2005, 06:12 PM
Originally posted by bigbuilder
alriht itwas working yesterday but not today. I try to create the ovl's and an erro says not a bpp image with a squared size (or something close) But my image was saved in paint, is just a solid color, and is 512X512.:(

When you saved it in Paint, did you save it as as 24bit BMP file or as a 256 color bmp? the 256 color will be a 8 bit bmp, which is what you need to work with the importer.

marnetmar
06-03-2005, 06:14 PM
Originally posted by srk121
hello people.. i am new to this editor.

i am stuck on first place. i am using milkshape for my 3d program. i have created a sphere and saved it as a ase file.

when i click on edit.new create new scenery.

it says to load up ase file now i have done that.

but what do i have to load in bmp option?

please help thank you

That would be your texture for the model, it must be square such as 128x128 256x256 or 512x512 in size & an 8 bit bmp file type to work with the importer. My last post above will tell you how you can save it as that type with MS Paint.

srk121
06-03-2005, 06:18 PM
Originally posted by marnetmar
That would be your texture for the model, it must be square such as 128x128 256x256 or 512x512 in size & an 8 bit bmp file type to work with the importer. My last post above will tell you how you can save it as that type with MS Paint.

that means i have to create something else like square in MS paint? because i really don get this. sorry again for this stupid question

marnetmar
06-03-2005, 06:22 PM
Originally posted by srk121
that means i have to create something else like square in MS paint? because i really don get this. sorry again for this stupid question

It's not a stupid question if you don't know the answer. You can just make the texture file in Paint as any color you want to for now, just to test things out & see if you can get it to work in the game. Once you get it working, you can work on a better texture for the model.

srk121
06-03-2005, 06:28 PM
i keep getting messege that multiple object cant convert mesh

bigbuilder
06-03-2005, 06:29 PM
Originally posted by marnetmar
When you saved it in Paint, did you save it as as 24bit BMP file or as a 256 color bmp? the 256 color will be a 8 bit bmp, which is what you need to work with the importer.


I just had a 512X512 blank image and dumped a single color. Then I saved it as bmp. Not sure if its 256 or 8bit. How can I tell?

bigbuilder
06-03-2005, 06:32 PM
Originally posted by srk121
i keep getting messege that multiple object cant convert mesh

There is a section in the ase file that may need to be deleted look back 1 or 2 pages and you will see the section that needs to be deleted. It's root and a few other things.

srk121
06-03-2005, 06:33 PM
now i get a msg sayin texture not square 8bpp width/height a power of 2

marnetmar
06-03-2005, 07:13 PM
quote:
--------------------------------------------------------------------------------
Originally posted by marnetmar
When you saved it in Paint, did you save it as as 24bit BMP file or as a 256 color bmp? the 256 color will be a 8 bit bmp, which is what you need to work with the importer.
--------------------------------------------------------------------------------



Originally posted by bigbuilder
I just had a 512X512 blank image and dumped a single color. Then I saved it as bmp. Not sure if its 256 or 8bit. How can I tell?

When saving you need to save it as a 256 color bmp not a 24 bit bmp. Under where you name the file to save choose 256 color in the drop down menu.

bigbuilder
06-03-2005, 08:01 PM
Thanks I figured it out.

I last problem.

I create the theme and install it. Start the game and the object is not in the game. I do what was told in a previous post to save a blank style.common.ovl I try to reinstall the theme.

Heres the probem i have been having when I start from scratch everything works fine. The trouble starts when I open a theme then click install. Says not a 512X512 texture. But I don't change anything and it installed befoe I saved and opened. Does anybody else get this mesage after opening a theme?

Caffinated
06-03-2005, 11:04 PM
I believe that's usually referring to the Icon "texture" in that case. The Icon bitmap has to be 512x512 24bit (I know...confusing with the limitations on normal textures...)

bigbuilder
06-04-2005, 05:48 PM
Yeah I got it working perfect. Instead of having two images (1, 256 color and 1, 24bit) I was using one image for both. Thats why I had ll my problems.

Now things are smooth and it saves/loads good.

Now my question. When I created the ovl I selected 1 recolorable. And in my texture it is blue (as in the recolorable tutorial) In the game I see the paint bucket to recolor it but when I select a color in game nothing happens. What am I doing wrong?

Caffinated
06-04-2005, 07:28 PM
You didn't save the texture bitmap as indexed with the color tables provided by Klinn. This threw me for awhile too :).

This can't be done in paint, I do know Photoshop has this ability, as well as Corel Photo Paint (used by ... someone in here). I'm not sure what else (at a reasonable price too) will have it. I've been using a 30-day trial of Photoshop CS2 for mine. (Would like to find something permanent that's not $600 though :().

bigbuilder
06-04-2005, 07:34 PM
Originally posted by Caffinated
You didn't save the texture bitmap as indexed with the color tables provided by Klinn. This threw me for awhile too :).

This can't be done in paint, I do know Photoshop has this ability, as well as Corel Photo Paint (used by ... someone in here). I'm not sure what else (at a reasonable price too) will have it. I've been using a 30-day trial of Photoshop CS2 for mine. (Would like to find something permanent that's not $600 though :().


K thx ill give it a try.

Klinn
06-06-2005, 09:03 AM
Originally posted by Caffinated
I'm not sure what else (at a reasonable price too) will have it. I've been using a 30-day trial of Photoshop CS2 for mine. (Would like to find something permanent that's not $600 though :(). Photoshop Elements 3 is a much cheaper version and will let you change to indexed color mode with a custom table. Although sold as a tool for fixing digital photos, if you click the button in the upper-right corner of Elements, you'll get most of the usual tools from the full Photoshop.

Other possibilities may include JASC Paint Shop (recently bought out by Corel) and GIMP, an open source paint program, but I haven't tried those for quite a while.

jonwil
06-06-2005, 09:25 AM
I use GIMP myself for all my image editing needs (its totally free and Open Source to boot)

Caffinated
06-06-2005, 02:30 PM
I checked into Paint Shop Pro before I picked up the Photoshop demo and it did not have an option for indexing (that I could find anyway ><).

Will have to look into GIMP, might be the solution I'm looking for :) Thanks.

bigbuilder
06-06-2005, 09:15 PM
Ok right when I get it running smooth as silk wham a problem.:rolleyes: The problem happens when I go to create the ovl's. i select my ase file and select my texture but when I go to save the ovl I get a message rctimp.exe hs encountered a problem and must close (yada yada yada you know the message im talking about). Anybody know what's going on here?

CK the Fat
06-06-2005, 09:52 PM
Happens to me too.

marnetmar
06-06-2005, 10:41 PM
Originally posted by bigbuilder
Ok right when I get it running smooth as silk wham a problem.:rolleyes: The problem happens when I go to create the ovl's. i select my ase file and select my texture but when I go to save the ovl I get a message rctimp.exe hs encountered a problem and must close (yada yada yada you know the message im talking about). Anybody know what's going on here?


You might try redoing the ASE files & see if that helps. I've had that happen & that sometimes fixes it.

Aviador
06-07-2005, 02:09 PM
OK I am not very old in this forum but I´am pretty happy with the possibilities of to design our own custome objects. I designed a few things fot RC2 [see here: http://bonanza.simtycoongamer.net/rct2/images/downloads/scenery/house3.jpg for that time I was Purpleweekend hehe times changes LOL ] and I loved to do that althought it takes a long time trying and tasting.

So now I wanna try with RCT3 and I suppose I will need some help here and there. I am 3D designer but with textures uh uh here I will have a problem. Right now I have started to design some models [ I am designing a classic Loira Chateau for those fans of Disneyland and all that, and some Venice buildings ] but It takes me long to read all the stuff that have already been written first cause I am still on post 20 so still have a lot to read, and second cause I am spanish so to understand technic english is not always easy.

So just let you know here is a new freaky designer to join the group. :)

Caffinated
06-07-2005, 02:29 PM
Welcome aboard :)

Checking out this thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=468638) may make things a bit easier for you as much of the basic information is condensed down to the first page. The new importer tool is also found at the top of that thread, so just to make sure you have the newest utility available.

Good luck :) can't wait to see what you can dream up.

CK the Fat
06-07-2005, 09:45 PM
Are we supposed to put something specific in the Texture Style Name box?

marnetmar
06-07-2005, 10:08 PM
Originally posted by CK the Fat
Are we supposed to put something specific in the Texture Style Name box?

The SIOpaque setting works for most anything CK, SIglass makes the model somewhat transparent like glass. You can try the different settings to see what does what.

CK the Fat
06-07-2005, 10:16 PM
I wish that was my question... I was referring to the thing in the save .ovl box.

WalkingSnake
06-07-2005, 10:21 PM
Originally posted by CK the Fat
I wish that was my question... I was referring to the thing in the save .ovl box.

He just answered your question. :rolleyes:

CK the Fat
06-07-2005, 10:24 PM
Then I'm really stupid...

Still don't get it.

marnetmar
06-07-2005, 10:44 PM
Originally posted by CK the Fat
Then I'm really stupid...

Still don't get it.

Do you have the newest version of the Importer CK? It's got a drop down box with all the different texture settings in it already.

Oceansoul
06-08-2005, 11:48 AM
Is someone able and would be so kind to put textures on the following object? I just don't know how to do it... do I have to texture each part separately and put it together in the running game? Or is it possible to texture it directly in any 3D-Editor? I'm using Anim8or... well, here's the object:

http://home.arcor.de/feygradariel/hp/hut.jpg

Is it too complex maybe? I'm becoming desperate... :( I would scale it to the right size, export it in *.3ds and give you all the textures, you need...

CK the Fat
06-08-2005, 12:42 PM
Version 5, yes.

By the way Ocean, that looks really cool. I just wonder if anyone has sucesfully used Anim8tor, though.

Caffinated
06-08-2005, 12:58 PM
6.1 is the newest version ;)

You can download it somewhere buried in this thread...or you can find it right at the front of the consolidated thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=468638).

This should help your confusion about the texture style a bit :).

Ocean, not sure exactly sure about that program, but in Milkshape you can map the texture to the model inside the program. The only caveat is, you have to use a single bitmap texture that gets added in the importer tool. The texturing inside the modeling program will (should...again I don't know exact specifics with anim8or, as I use Milkshape) set up the coordinates for the mapping, but the importer will do the actual texture reference. You may also have to flip the final texture vertically before applying in the importer to make it align correctly.

CK the Fat
06-08-2005, 01:53 PM
RCT3imp5

Does that 5 mean version five or does it mean something else?

Oceansoul
06-08-2005, 01:57 PM
I already got objects that work in the game, all created with anim8or. Yesterday I've mapped a texture to the object inside the editor, but when I wanted to create the *.ovl with the importer, the "multiple objects, cant convert mesh"-message appeared... and I have deleated the "root"-mesh, which biturn puts inside the *.ase... well, I would give Milkshape a try, but the Trial version doesn't allow saving/exporting and I don't want to pay for it... :(

As some might have recognized, this is the hut of Hagrid from Harry Potter... I've nearly finished work on the amusement park based upon the first movie, just some custom Objects must be added... ok, and Hogwarts must still be build too... :rolleyes: I'll use self created objects for that, will be a lot of work i guess... and that's why I really need to know, how to use the textures...

Well... will keep trying to do it with anim8or...

@CK: The 5 means it's version no. 5. ;) Heres the link to the latest release: importer 6.1 (http://modstothemax.net/games/rct3/modtools/jonwil/rct3imp61.zip)

Caffinated
06-08-2005, 02:32 PM
Milkshape does allow saving and exporting in trial mode, at least while the trial is active (30days). It's also relatively inexpensive compared to the professional products. (Only about 30$, which can be limiting to some, but it's overall a good value).

The objects error could possibly be due to use of materials. Again, since I don't use anim8or I'm only guessing/conjecturing, but did you use more than 1 material to texture your model?

I did experience this earlier (today in fact) and found that I had a model using 2 different materials (caused by importing different pieces for positioning/alignment purposes. Once I removed the extra one, it went in fine.

Oceansoul
06-08-2005, 02:46 PM
@Caffinated: Then I'll try Milkshape. I used only 1 material, but for each material a separate mesh seems to be created, so you can't import it... :(

WalkingSnake
06-08-2005, 03:35 PM
How do you combine objects in MilkShape so that it's only 1 object?

Caffinated
06-08-2005, 03:47 PM
I just save as the MS3d (default milkshape file format). It seems to save it as a single object, even if made of several different pieces. Never changed any options or anything to do this either.

WalkingSnake
06-08-2005, 03:52 PM
Originally posted by Caffinated
I just save as the MS3d (default milkshape file format). It seems to save it as a single object, even if made of several different pieces. Never changed any options or anything to do this either.

Strange, doesn't do that for me..

EDIT: Nevermind, forgot to take out the root. :o

CK the Fat
06-08-2005, 03:53 PM
Thanks. I have version 6 now, but it still crashes when I try to import.

Would someone be willing to try and convert and test my .ASE file? I tried saving it multiple times, but it always crashes for me.

Or, better yet, someone send me a working .ASE file so I can determine if my computer is screwed up or if it's just my files.

bigbuilder
06-08-2005, 04:31 PM
Originally posted by CK the Fat
Version 5, yes.

By the way Ocean, that looks really cool. I just wonder if anyone has sucesfully used Anim8tor, though.

Do you mean for the models? Because yes I use anim8or and biturn. It works fine. Except I encountered a new problem in the object importer and it might be associated with anim8or but not sure.

WalkingSnake
06-08-2005, 05:05 PM
Can someone tell me why I get this error? It seems to be pretty random. It pops up when I mouse-over my custom scenery in the menu.

http://ddb.rct3.us/errorc.gif

Aviador
06-08-2005, 05:15 PM
Just a few questions

1. If you just simply want to test the model in the game without texture is necessary to include something in texture when transforming in .ovl? I mean if i save directly in .ASE without texture is ok for tranformation in to .OVL?

2. I understand a bit what you mean about multiple textures but that mean you can use 3 or more texture for the same face, for example to use just in the front: wall, window, glass?

JCat
06-08-2005, 05:32 PM
WalkingSnake - that error you received - I tend to get that only when I don't close down Jonwil's importer in between new installs. In other words, after I install one item, I closed the the importer down before importing a second object.

WalkingSnake
06-08-2005, 05:32 PM
Originally posted by Pumper
WalkingSnake - that error you received - I tend to get that only when I don't close down Jonwil's importer in between new installs. In other words, after I install one item, I closed the the importer down before importing a second object.

I've only imported 1 object...

JCat
06-08-2005, 05:42 PM
Ouch, well, then that means only one thing: Resave/reinstall the object from scratch.

Caffinated
06-08-2005, 05:51 PM
1. If you just simply want to test the model in the game without texture is necessary to include something in texture when transforming in .ovl? I mean if i save directly in .ASE without texture is ok for tranformation in to .OVL?

2. I understand a bit what you mean about multiple textures but that mean you can use 3 or more texture for the same face, for example to use just in the front: wall, window, glass?

1. The importer does need a texture bmp to be specified. For testing purposes, you can make a quick white one in paint (just make sure it's one of the compliant sizes) and make sure to save as a 256 color bitmap. (I personally use a small 8x8 bmp for this).

2. Right now, as it stands, you can only have 1 texture per object. However, you can map the texture to faces so that you have the appearance of different textures on the same object. This requires some skill in texture mapping, as well as a bit of trial and error. There is also no transparency setting for the texture (that's being worked on now though I believe), so just keep that in mind.

I am not a very skilled texture mapper though, I'm sure some of the others around will be able to give you a much better idea of how to do it properly.

WalkingSnake
06-08-2005, 06:18 PM
Originally posted by Pumper
Ouch, well, then that means only one thing: Resave/reinstall the object from scratch.

It seems to be working now. I just restarted the editor and re-made the OVL. Must've been a fluke..

2005
06-08-2005, 08:52 PM
Anim8or has extensive texture options, including UV co-ordinates.

But i haven't had a chance to try it out yet, so i don't know if it will work. The problem is, with anim8or, you have to convert the file so many times. I think UV is saved with the .3ds but not sure about the convesion to .ase

Knowing anim8or though, the first time you try it, the texture will probably turn out wrong anyway.

There are tutorials on the anim8or website..........

marnetmar
06-08-2005, 09:47 PM
Originally posted by WalkingSnake
How do you combine objects in MilkShape so that it's only 1 object?


Depending on what you made & how it's textured, you might not want to "Regroup" everything in MS. I found out that when using different textures on 1 texture file & combining or regrouping the model, then going through the conversion process it really hoses the textures. The model "pieces" don't have to be together as 1 piece to work, as long as they are aligned with each other properly it'll work fine.

However, if you do need/want to regroup your model, just click on "Select" from the "Model" tab, then go down to "Face" in the lower part of the right hand side of the screen & select it. Then go to any of the windows except for the 3D view & draw a box around the entire model to highlight it & then select the "Groups" tab & click on the "Regroup" button & that's it.

Oceansoul
06-08-2005, 10:22 PM
http://home.arcor.de/feygradariel/hp/hut-2.jpg

I finally know, how to put a single texture inside the editor over the whole object and I can convert it to *.ovl with the importer, because it's just one mesh. :) BUT... it doesn't appear like that in the game, the texture selected in the importer is put above (I used a white one...) so the hut is just blue in the game... what must be done, to get the previously textured object in the game? Does anyone know that...? o__o

marnetmar
06-08-2005, 10:32 PM
Originally posted by Oceansoul
http://home.arcor.de/feygradariel/hp/hut-2.jpg

I finally know, how to put a single texture inside the editor over the whole object and I can convert it to *.ovl with the importer, because it's just one mesh. :) BUT... it doesn't appear like that in the game, the texture selected in the importer is put above (I used a white one...) so the hut is just blue in the game... what must be done, to get the previously textured object in the game? Does anyone know that...? o__o


I'm not famaliar with the Anim8or program Oceansoul, but you need to select this texture that's applied to the model in this picture when making the ovl file, not the white one you used before. Make sure to delete the white one from your modeling program & keep this one only & see if that works.

Aviador
06-08-2005, 11:05 PM
Thanks for your answers Caffinated :)

Rybo-XL
06-09-2005, 01:42 AM
Originally posted by 2005
http://img31.exs.cx/img31/6857/rctedit17oi.jpg

http://img31.exs.cx/img31/3555/rctedit25sm.jpg

http://img31.exs.cx/img31/3519/rctedit39on.jpg I have this same problem, what am I doing wrong?:cry:

WalkingSnake
06-09-2005, 03:46 AM
Originally posted by Ryboxl2
I have this same problem, what am I doing wrong?:cry:

Please don't quote images. And it's been answered many times. Just skim through the topic.

WalkingSnake
06-09-2005, 04:02 PM
I can't figure it out..

The texture looks fine in milkshape. I have it all mapped out, and it looks great in Milkshape, but in-game, the texture looks all messed up. I'm seeing completely different parts of the texture.

:bulb: