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CK the Fat
06-09-2005, 04:13 PM
My god, something succesfully saved as a .ovl file!!!!
Now to move on to the harder problems...
Caffinated
06-09-2005, 04:28 PM
Originally posted by WalkingSnake
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:
Fix to this: Flip the texture vertically in your image editing software. I usually save it as [texturename]_flipped just to keep them seperate.
Use the _flipped when you create the ovls and stuff will line up.
Note: do not "Rotate" the texture by 180...you need to flip it (rotating will misalign by right and left...while you could just flip horizontally at that time...flipping it vertically the first time will save a step).
Oceansoul
06-09-2005, 04:42 PM
First of all, thx to 2005, I didn't notice the tutorials on the anim8or-website, they helped me a lot!
The hut is in the game now, with the texture. :) It doesn't look very good, yet, but I think, if I keep trying, it will look ok in the nearer future.
http://home.arcor.de/feygradariel/hp/hut4.jpg
CK the Fat
06-09-2005, 04:43 PM
I sucesfully ran through the editor, but when I went inside the game, the sub-folder or item is not there. I placed them under generic, and while I don't see a generic theme in the themed-styles window in the RCT3 sub-folders, I do see my theme name, full with style.unique.ovl, the CK-CitySet subfolder, and in that folder, CKwall.common.ovl and CKwall.unique.ovl.
Three questions:
1. Do I go to the walls and roofs scenery items or the statue-type scenery list?
2. What image am I supposed to see for the theme image?
3. Anyone know what's wrong?
WalkingSnake
06-09-2005, 05:46 PM
Originally posted by Caffinated
Fix to this: Flip the texture vertically in your image editing software. I usually save it as [texturename]_flipped just to keep them seperate.
Use the _flipped when you create the ovls and stuff will line up.
Note: do not "Rotate" the texture by 180...you need to flip it (rotating will misalign by right and left...while you could just flip horizontally at that time...flipping it vertically the first time will save a step).
Thanks for helping. I'm sure one I'm able to do a few objects it'll be alot easier. :)
WalkingSnake
06-09-2005, 05:48 PM
Originally posted by CK the Fat
Three questions:
1. Do I go to the walls and roofs scenery items or the statue-type scenery list?
2. What image am I supposed to see for the theme image?
All of that depends on what you set when you created the scenery in the editor.
CK the Fat
06-09-2005, 06:08 PM
Throughout the entire course, I only used two names. CK-CitySet and CK-wall.
Do I need more?
Before making any new objects i'm waiting for the new version with .png .............do you know when it might be released? Not really making any new objects right now, got time but san andreas is out tomorrow so.............
Nice work on those Potter models, Oceansoul!
marnetmar
06-09-2005, 07:45 PM
Originally posted by CK the Fat
Throughout the entire course, I only used two names. CK-CitySet and CK-wall.
Do I need more?
Did you make a 512x512 bmp "page" for your icons CK? Even if it's just a solid color it should show up in the game if you assigned the icon coordinates in the importer. The "wall" props you made should be in the Walls section as long as you listed them as wall pieces in the importer & I'm guessing the others are some type of buildings you made as Medium or Large Scenery pieces?
Klinn
06-09-2005, 08:06 PM
Originally posted by CK the Fat
I sucesfully ran through the editor, but when I went inside the game, the sub-folder or item is not there. I placed them under generic, and while I don't see a generic theme in the themed-styles window in the RCT3 sub-folders, I do see my theme name, full with style.unique.ovl, the CK-CitySet subfolder, and in that folder, CKwall.common.ovl and CKwall.unique.ovl.
Three questions:
1. Do I go to the walls and roofs scenery items or the statue-type scenery list?
2. What image am I supposed to see for the theme image?
3. Anyone know what's wrong?
1. The place your objects will appear depends on the object type you specified when making it, e.g. if you said it was a 'Wall'-something then it will appear in a group under RCT3's walls. If you said it was a 'small scenery' etc then your group will appear under the regular scenery item list (statues etc).
2. The image or icon for your group is the Icon Reference you specified for the group. I used the first square of the Icon Texture bitmap, i.e. I specified the Icon Reference to be 0,0 to 63,63.
3. When you specify your theme as 'Generic' or whatever, all you're doing is saying how you want it filtered in the scenery lists. E.g. if the user decides to turn off the 'generic' items, your group will disappear too.
Hope this helps...
Edit: Marnetmar beat me to it. ;)
CK the Fat
06-09-2005, 09:29 PM
It's not that it's invisible. It's just not in the game, not in the generic folders or under my custom theme package. In fact, not even the city package is there.
BTW Klinn I followed your tutorial exactly, but I think I might have done something involving naming objects. I'll run it through again tonight.
By the way, who knows the dimensions for a regular wall tile in terms of Anim8tor? I KNOW several people have done this sucesfully, like Caffinated with custom bridges.
marnetmar
06-09-2005, 11:07 PM
CK-Try this, go in & delete your themes from the Style/Themed folder in the game. Then open your theme in the importer & change the Theme Style from Generic to Adventure or something else & reinstall it & see if it shows up then.
I had some stuff I was testing as "generic" that didn't show up awhile back. I don't know if I did something wrong or what, but after changing it to Adventure it showed up for me.
CK the Fat
06-10-2005, 10:05 AM
Still can't seem to find it...
I see the package in the main themed folder, next to Klinn's. Is there a way to determine which theme it's in?
CK the Fat
06-10-2005, 10:10 AM
I compared my set to Klinn's. I am missing style.common.ovl. Which process generates that?
Klinn
06-10-2005, 01:05 PM
Originally posted by CK the Fat
I compared my set to Klinn's. I am missing style.common.ovl. Which process generates that? When you 'Install' a theme, that file is created. If memory serves, I believe that file contains the Icon Texture bitmap, so that would explain some of your other problems I guess.
Back a page or so in this thread, there were some other folks having problems with that file missing and suggested work arounds.
Caffinated
06-10-2005, 02:18 PM
Your naming doesn't matter for now, if you just want to get them into the game to make sure they work. You can always go back later and edit that stuff.
A standard full height wall is 4 units wide, 3 units high, and 0.2 units deep. This is tough to get exact in Milkshape (what I happen to use) as there is no way to set the size of an item directly, but creating a full 1x1x1 unit block, then scaling it to what you need works well.
The missing style.common.ovl can be created if you are missing it after a theme install.
Process as follows (do NOT do this if this file exists...ONLY if the importer did NOT create it. Also, do this ONLY in your specified theme folder, doing this in a common or stock folder will most likely break your game. And that would be bad. So don't do it. Ok?)
1) Create a "New Text File" inside your theme folder.
2) Save the file as "style.common.ovl".
3) Resave your theme via the importer.
4) Reinstall theme via the importer.
(Again...do this ONLY in your theme folder and ONLY if this file wasn't created during the install theme process. Doing this elsewhere CAN and WILL break your game. I think I disclaimered enough...so if you mess up, don't come crying to me :p)
For some reason, the importer doesn't always save this file, but after did this fix, it never happened again. It's kind of weird I know...but so is software in general :).
CK the Fat
06-10-2005, 04:35 PM
Thanks for your extensive advice (and warning.) I'll try that now.
By the way, I thought you used Anim8tor. Well, someone once told me Milkshape and Anim8tor uses the same dimension sizes.
Miss O
06-10-2005, 09:45 PM
Okay, I know this thread is getting very long because of all the questions, which is both good and bad. On the good side, more people are experimenting. On the bad side, EVERY question recently posted has been experienced, seemingly, and an answer found, so I would encourage everyone new to the thread to actually read or skim through previous pages before asking. I know it's a pain, but you'll probably learn a LOT even in the first 10 pages.
Also, CK especially, and everyone else having problems with settings in Jonwil's importer, read Klinn's step-by-step, rather long post on page 9, duplicate the settings as he has them, and try it that way so you understand how the editor actually functions. It will save you a lot of headaches.
That being said, I've been working on a project for work and haven't opened anything recently. Once I get the textures to a workable state, I'll be pumping out dozens of objects, because it takes me only about 20 minutes to do even fairly complicated modeling. Not sure I'll have an entire collection complete in time for Soaked, but that's what I'm working toward, knowing I'll be interrupted for a few days because I'm getting my new computer parts in just in time for Soaked as well.
More as I have it...
CK the Fat
06-11-2005, 12:22 AM
I do use Klinn's tutorial, step-by-step.
If one of us were to update that tutorial or add more of what we know, then perhaps this thread would be shorter.
Anyway, the last time I tried scenery, it crashed my game until I removed it. A setback. More work tomorrow, hopefully, but I'm getting frustrated.
Rybo-XL
06-11-2005, 05:17 PM
I keep getting this whenever I go to save the ovl file:
Error:
Texture not square 8bpp image with hight/width a power of
What does that mean?
marnetmar
06-11-2005, 08:36 PM
Originally posted by Ryboxl2
I keep getting this whenever I go to save the ovl file:
Error:
Texture not square 8bpp image with hight/width a power of
What does that mean?
Your texture needs to be saved as an 8bit per pixel bmp file & needs to be 256x256 or 512x512 in size to avoid that error.
Rybo-XL
06-11-2005, 11:57 PM
Originally posted by marnetmar
Your texture needs to be saved as an 8bit per pixel bmp file & needs to be 256x256 or 512x512 in size to avoid that error. Um, how do I do that? I used microsoft photoshop to change it to 512x512 pixels, but how do I change it to an 8bit per pixel file?? :cry:
Microsoft doesn't make "photshop", that's Adobe. If you mean Microsoft Paint that comes with Windows..
When you go to save your pic, right under the file name you choose, you'll see a second menu where there are file 'types' - just drop the menu and choose 256 color BMP. I believe that will work... though there are probably much better paint programs around that are free.
Rybo-XL
06-12-2005, 12:15 AM
Sorry, I meant photoeditor......but thanks! I'll try that
Coaster_Phantom
06-12-2005, 12:50 PM
Oceansoul, how did you convert the an8-file to an ase-file? Cause I'm trying to make scenery with anim8tor to.
CK the Fat
06-12-2005, 01:36 PM
You need to convert to 3ds by going to Object<Export. Then you need Bitburn to convert to ASE.
Coaster_Phantom
06-12-2005, 02:07 PM
Thanks CK:D But where can I find Bitburn?
Disfan1
06-12-2005, 02:18 PM
Quick, but serious question.
After a couple of my imports didn't import correctly (the .ovl files in the object subfolder didn't appear), I now cannot delete the new object file.
For example I had a Spaceship Earth folder in C:/prgram files/atari/ style/themed/spaceship earth. It woun't let me delete the spaceship earth folder:mad:
http://img157.echo.cx/img157/1097/untitled1copy1ss.jpg
What could be the problem? Is anyone else having this problem. It sucks because now i can't name anything else spaceship Earth.
My quick solution was to copy all the working objects into a new Themed folder. then take the old themed folder to the desktop and hide it.
Help would be greatly appreciated.
Coaster_Phantom
06-12-2005, 05:00 PM
Well, I created the texture a little bit myself. It's not perfect because you can still see the line where the two ends meet. But can someone give me a link to a download of Bitburn. So I can try this thing out in the game. Thanks!
http://img113.echo.cx/img113/1770/spaceshipearthstructure5oh.png
marnetmar
06-12-2005, 05:06 PM
That looks real good Coaster_Phantom, here's the link for Biturn, you have to scroll down the page a little to get it.
http://mirex.mypage.sk/index.php?selected=1
Coaster_Phantom
06-12-2005, 05:09 PM
Thanks Marnetmar:D
marnetmar
06-12-2005, 05:10 PM
Originally posted by Disfan1
Quick, but serious question.
After a couple of my imports didn't import correctly (the .ovl files in the object subfolder didn't appear), I now cannot delete the new object file.
For example I had a Spaceship Earth folder in C:/prgram files/atari/ style/themed/spaceship earth. It woun't let me delete the spaceship earth folder:mad:
http://img157.echo.cx/img157/1097/untitled1copy1ss.jpg
What could be the problem? Is anyone else having this problem. It sucks because now i can't name anything else spaceship Earth.
My quick solution was to copy all the working objects into a new Themed folder. then take the old themed folder to the desktop and hide it.
Help would be greatly appreciated.
I wish I could help you with this Disfan1, I had the same problem when making my Dark Ride theme & I still have an extra folder in the game. I tried everything I know of to get rid of it with no luck. The only thing I can think of that might work would be to uninstall the game, but I wasn't going to do that myself, I can live with an extra folder lol
As far as the name of the folder, I guess you could use a different one since it looks like you'll have several Disney type props for your theme anyway.
Rybo-XL
06-12-2005, 05:36 PM
Um, why not drag it to the desktop and then send it to the recycle ben? Just a thought............ Hopefully it works
marnetmar
06-12-2005, 05:40 PM
Originally posted by Ryboxl2
Um, why not drag it to the desktop and then send it to the recycle ben? Just a thought............ Hopefully it works
That would be fine, if it works for Disfan1, but nothing worked for mine. I have a file "shredder" program that basically overwrites any file/files you choose as many times as you choose to permanetly get rid of them & after running the pesky folder through that I thought it was gone, I got no error messages yet the empty folder still exists lol
Disfan1
06-12-2005, 06:03 PM
thanks marnetmar. I'll just have to deal with the extra folders. :)
Disfan1
06-12-2005, 06:11 PM
Marnetmar: You were saying you had the same problem with the undeletable folder. Then how did you create your scenery packs?
Whenever i try to put more than 1 piece of scenery into a theme it screws up the folder. So for every object i make, i just import it as a seperate theme. My Mickey's Scorcerer Hat for example is two themes. the actual hat and the ears.
Just wondering? I have Klinn's tutorial. Am I reading it wrong? Why can't i combine more than 1 piece of scenery to make a pack
:(
marnetmar
06-12-2005, 07:39 PM
Originally posted by Disfan1
Marnetmar: You were saying you had the same problem with the undeletable folder. Then how did you create your scenery packs?
Whenever i try to put more than 1 piece of scenery into a theme it screws up the folder. So for every object i make, i just import it as a seperate theme. My Mickey's Scorcerer Hat for example is two themes. the actual hat and the ears.
Just wondering? I have Klinn's tutorial. Am I reading it wrong? Why can't i combine more than 1 piece of scenery to make a pack
:(
I just renamed the theme folder to a different name.
You just add all the info for the new prop you're adding to the theme, the text strings, icon references, etc. & then add the prop to an already existing theme.
diddly42
06-12-2005, 08:08 PM
I am currently making my first attempt at making scenery for RCT3. I'm making a Batmobile to go with a Gotham City area of a park that I'm planning. I know it is a bit of a complicated endevor but I think I am making good progress. I'm not trying to make an exact replica of the real thing, just something that looks cool and that people will recognize it for what it is suppose to be. Here is what it looks like so far:
http://www.sportplanet.com/vp3/trickshots/3ca94300.jpg
http://www.sportplanet.com/vp3/trickshots/3cb94300.gif
I still need to shape the front wheel wells, and try to make a jet engine look to the front, and figure out how to skin the thing. Any suggestions from you guys will be appreciated. I am using Milk Shape 1.7.4. Thanks for any help.
Rybo-XL
06-12-2005, 08:51 PM
That looks great, keep it up!
marnetmar
06-12-2005, 09:21 PM
That looks like a real nice start on it diddly42 :up: :up:
diddly42
06-12-2005, 11:05 PM
Thanks for the encouraging comments. Like I said, this is my first effort at modelling. I've done some mods for Virtual Pool 3, but that really just involves skinning using someone else's program. I just make some .bmp files and the program does the rest. This is my first attempt a making a complete model.
Please bare with me if I ask any dumb questions. My biggest problem is going to be figuring out how to make a skin for it. Does anyone know how to go figuring out how to make a texture? I want to be able to draw some of the lines and things on the texture and have them line up correctly.
marnetmar
06-13-2005, 12:52 AM
Originally posted by diddly42
Thanks for the encouraging comments. Like I said, this is my first effort at modelling. I've done some mods for Virtual Pool 3, but that really just involves skinning using someone else's program. I just make some .bmp files and the program does the rest. This is my first attempt a making a complete model.
Please bare with me if I ask any dumb questions. My biggest problem is going to be figuring out how to make a skin for it. Does anyone know how to go figuring out how to make a texture? I want to be able to draw some of the lines and things on the texture and have them line up correctly.
If you click on the RCT3 Tutorials link in my sig, there's an excellent Tutorial made by Whiteflash on making a coaster car diddly42. It was originally made for the Ultimate Ride game, but really explains a lot about using Milkshape. It's in 8 parts & I believe in one of the last 2 or 3 parts, it shows you a good way to make/apply the textures to your model using a single texture file, which is what we have to do with RCT3.
Rybo-XL
06-13-2005, 01:54 AM
Ok, I have a major problem, I've done everything in the editor with all the files, but when I'm in the themed folder, and I select my custom scenery folder, It has the parts folder with the scenery common and unique .ovl files, but I only have the style-unique.ovl file but no style-common.ovl file! It doesn't work in the game and I have no idea what I did wrong! Can you please help?:cry:
mazeinies
06-13-2005, 02:18 AM
Originally posted by Coaster_Phantom
Well, I created the texture a little bit myself. It's not perfect because you can still see the line where the two ends meet. But can someone give me a link to a download of Bitburn. So I can try this thing out in the game. Thanks!
http://img113.echo.cx/img113/1770/spaceshipearthstructure5oh.png
omg you are dutch me to:rolleyes: . btw great........ball:confused:
maz :D
WalkingSnake
06-13-2005, 03:16 AM
Please don't quote images, maz. ;)
Caffinated
06-13-2005, 06:19 AM
Ryboxl...
Check out this thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=475132&highlight=style.common.ovl) for the answer.
Coaster_Phantom
06-13-2005, 11:26 AM
Yes, I'm Dutch. Btw maz, that's not just a ball, it's the most famous structure of Epcot, Walt Disney World
mazeinies
06-13-2005, 12:33 PM
Originally posted by Coaster_Phantom
Yes, I'm Dutch. Btw maz, that's not just a ball, it's the most famous structure of Epcot, Walt Disney World
lol i am not realy into the epcot and magic kingdom i just keep it a DLP;) . and okay i won't qout images again walkingsnake
maz :D
rctneil
06-13-2005, 01:19 PM
Hiya,
I have been given a 3D model of the Black Hole tent from Alton Towers and i am trying to make it into an object in RCT3 but it is in .P3D format and i am not sure how to convert to ASE. Can someone advide me on how to do this?
Thanks
Neil
coasterfreak00
06-13-2005, 01:29 PM
I have decided to try this out, but the link to download it isn't working, is there anywhere else I can get it?
Cool 1300 Posts in this thread.:eek:
Caffinated
06-13-2005, 01:39 PM
Check this thread (Everything you can know on : Jonwil's Scenery Editor) (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=468638). Has the updated version on the first page as well as the condensed information from the start of this thread.
Also, if you are having issues, be sure to check out this thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=475132) before posting. I combined many common issues and fixes into a single thread rather than digging.
There are most likely still questions and answers buried in this thread as well, so a quick skim here should be done too :).
marnetmar
06-13-2005, 06:37 PM
Originally posted by rctneil
Hiya,
I have been given a 3D model of the Black Hole tent from Alton Towers and i am trying to make it into an object in RCT3 but it is in .P3D format and i am not sure how to convert to ASE. Can someone advide me on how to do this?
Thanks
Neil
I have no idea about converting that file type Neil. I know Biturn won't work for that, but there might be another program out there that would work. Do you know what game/program that file came from?
Originally posted by coasterfreak00
I have decided to try this out, but the link to download it isn't working, is there anywhere else I can get it?
Cool 1300 Posts in this thread.:eek:
What are you trying to download coasterfreak?
iceatcs
06-13-2005, 07:09 PM
Hiya,
I have been given a 3D model of the Black Hole tent from Alton Towers and i am trying to make it into an object in RCT3 but it is in .P3D format and i am not sure how to convert to ASE. Can someone advide me on how to do this?
Thanks
Nei
I think you can convert P3D to 3DS in different program (can't remember if I have done once long time) then convert 3DS to ASE...
marnetmar
06-13-2005, 07:49 PM
Hey rctneil-This program will convert it from P3D to a lot of other formats including 3DS & ASE. I think you have to buy it though, but I'm not sure. Here's the link in case you're interested:
http://web.axelero.hu/karpo/
Disfan1
06-13-2005, 07:51 PM
could someone please tell me the x, y, and Z scale for a regular wall. I have 3d studio max and i keep tring different measurements with no success. it's driving me a little crazy. LOL
thanks
marnetmar
06-13-2005, 08:00 PM
Originally posted by Disfan1
could someone please tell me the x, y, and Z scale for a regular wall. I have 3d studio max and i keep tring different measurements with no success. it's driving me a little crazy. LOL
thanks
I don't have 3DS Max Disfan, but if you want to shoot me an e-mail I can send you a model of the full size wall.
coasterfreak00
06-13-2005, 08:35 PM
I downloaded it and how do you start making stuff?
I am lost........completely.
WalkingSnake
06-13-2005, 08:35 PM
Originally posted by marnetmar
I don't have 3DS Max Disfan, but if you want to shoot me an e-mail I can send you a model of the full size wall.
Maybe put it up for download? I'm sure he's not the only one who'd like the model of a wall.
Rybo-XL
06-13-2005, 09:13 PM
Ok, this is very frustrating, I have a model of an AT-AT from star wars, pretty detailed, and I CANNOT! get it into the RCT3 Importer! I've deleted the "root" section, everything that the thread says to delete, and I still get multiple objects, can't convert mesh! Whats up!:mad: :down: I would be more than happy to send it to somebody to import it into the game if anybody would like to. But I just don't get it, can you plese help me. And I've cheaked ALL the threads to.
rforeman
06-13-2005, 09:41 PM
Originally posted by Ryboxl2
Ok, this is very frustrating, I have a model of an AT-AT from star wars, pretty detailed, and I CANNOT! get it into the RCT3 Importer! I've deleted the "root" section, everything that the thread says to delete, and I still get multiple objects, can't convert mesh! Whats up!:mad: :down: I would be more than happy to send it to somebody to import it into the game if anybody would like to. But I just don't get it, can you plese help me. And I've cheaked ALL the threads to.
I am having the same problem with a simple box. I have done all the things the thread tell you to do but I get "multiple objects, can't convert mesh!"
I am using 3dsmax 5 to do the model.
Nevermind I found the problem. I had to convert to poly and then it worked
Also, for 3DS Max users who's model is made up of multiple objects: Don't forget to use the "attach" command, so you can attach pieces together to make it one complete object.
rforeman
06-13-2005, 10:24 PM
I have one question. I have looked around and did not see it answered in any of the threads. I went to install the theme but I don't have RCT3 installed in the default dir, The importer said it installed the theme but I cant find it anyplace. Any Ideas? or am I going to have to reinstall RCT3 into the default dir?
Did you look in your Styles/Themed folder in RCT3? There should be a folder with the name of the theme you chose. If it's not there, you can search for it on your harddrive by using the search function in Windows - then you can drag and drop it in the correct directory mentioned above.
rforeman
06-13-2005, 10:32 PM
Originally posted by Pumper
Did you look in your Styles/Themed folder in RCT3? There should be a folder with the name of the theme you chose. If it's not there, you can search for it on your harddrive by using the search function in Windows - then you can drag and drop it in the correct directory mentioned above.
Thanks Pumper I did do a search on my harddrive And it was on my G drive in the style folder
marnetmar
06-13-2005, 10:45 PM
Originally posted by WalkingSnake
Maybe put it up for download? I'm sure he's not the only one who'd like the model of a wall.
Here you go people, here's a full height wall model in ms3d, obj & 3ds formats.
Full Height RCT3 Wall Model (http://modstothemax.net/mttmcommunity/download.php?id=1948)
EDIT: Disfan, your package has shipped along with a little "extra" addition for your project :up:
coasterfreak00
06-13-2005, 11:32 PM
What is a .ase file when you are creating the OVL file?
WalkingSnake
06-13-2005, 11:43 PM
Originally posted by coasterfreak00
What is a .ase file when you are creating the OVL file?
I suggest you skim through this thread. ;)
Rybo-XL
06-13-2005, 11:47 PM
This is Pissssssssssssssssing me off!!!!!!:mad: :down: IS THERE ANY WAY TO DOWNLOAD MILKSHAPE WITHOUT USING THE STUPID F**KING
CHUMLUM SOFT SITE! BECAUSE IT SAYS THAT I NEED TO REGISTER EVERY TIME I OPEN IT, AND ITS SUPPOSE TO BE FREE, YET IT SAYS THAT I NEED TO PAY 25 BUCKS FOR THE STUPID REGISTRATION! So, do you no of any?:) Oh, and sorry about me being so pissed off
marnetmar
06-13-2005, 11:52 PM
It's a 30 day free trial Ryboxl, after that you have to purchase/register it in order to keep using it. But for $25.00 it's an excellent modeling program.
coasterfreak00
06-14-2005, 01:00 AM
Originally posted by WalkingSnake
I suggest you skim through this thread. ;)
:eek: Thats going to take a long time. :eek:
But I will do it!
Edit: Oh great now 34 Pages.:eek:
Rybo-XL
06-14-2005, 01:06 AM
Originally posted by marnetmar
It's a 30 day free trial Ryboxl, after that you have to purchase/register it in order to keep using it. But for $25.00 it's an excellent modeling program. Oh, I'll just ask my parents... Oh, and by the way, how many polygons can an object have in order to import it into RCT3?Cause I've got pretty detailed Star wars models and I wan't to know If they'd work in RCT3 without skrewing it up?:confused:
Caffinated
06-14-2005, 01:31 AM
Haven't heard that anyone hit any sort of real cap on polys. However, the polys are what causes the lag with the standard sets (that..and glass). The lower the better until your detail starts to drop too much.
I've been trying to keep a max of 200ish per tile, however, I also have a low spec system (*flexes at his 3 year old P4 1.4, 512 Ram, ATI Raedon Mobility 7500 w/64 MB RAM Vid card laptop :p)
As an alternative to Milkshape, Anim8or is actually free. There are a few who have used it sucessfully. You'd have to ask them for details and any issues they had though. I have 0 experience with it.
Anim8or (http://www.anim8or.com/main/).
rctneil
06-14-2005, 05:04 AM
Hi,
Marnetmar - I tried that prgram and when i used the batch convert feature to convert it to .ase it failed and said it was unrecognised? Any other ideas? I really need to get it to a suitable format so i can get it into RCT3
Thanks
Neil
Guybrush_47
06-14-2005, 05:28 AM
Caff, this is the polycount table i use:
path object: 100max
object: 350max
walls: 250max
animatronics: 500max
I'm also having a little play around with replacing the trees. I'm not liking the criss cross modelling technique, and may try releasing some better trees. Though this all depends on testing, trying to get 50-75poly trees, but it may overdo the engine.
Oh and i'd just like to say, using other peoples models and putting them ingame is not advisable. Just learn how to model yourself and make it yourself. Otherwise you could get in a fair bit of trouble with copyrighting issues...UNLESS, the creator has given you permission, i would email the creator and ask first before releasing your content.
rctneil
06-14-2005, 05:33 AM
Hi,
Guybrush - If you were talking to me, I have been given the model and have been asked to have a go to get it into RCT3. I have full permission and i stated that in my original post! Thanks for warning me anyway.
Thanks
Neil
rctneil
06-14-2005, 07:07 AM
Hi,
Sorry for the double post but i could not edit. I have now been able to get hold of a .gmax version of the 3d model. How can i get that to .ase?
Thanks
Neil
Caffinated
06-14-2005, 08:04 AM
Thanks Guy, good to know that I was aiming low. (And now I have a bit more tolerance in my modelling :))
Regarding getting a model to the proper format.
Biturn will convert many formats into ASE, P3D wasn't one, but if you can export the model to a standard 3DS, OBJ or something of the like using Gmax, you can then use that to convert to ASE.
Klinn
06-14-2005, 01:15 PM
Originally posted by rctneil
I have now been able to get hold of a .gmax version of the 3d model. How can i get that to .ase? That's always been the problem with GMax - using a model with anything other than the standard games it supports.
I believe you can export from GMax to a Quake3 format MD3 using an unsupported gamepack from here (http://www.id8media.com/3d_products/gmax_download.html), then use Biturn to convert it from Quake's format to ASE. Needless to say, there may be some loss of info during the translations. If you can afford the $25, I would recommend Milkshape since there are many people having good success with it and can answer your questions.
Good luck!
Klinn
06-14-2005, 01:21 PM
Originally posted by Caffinated
However, the polys are what causes the lag with the standard sets (that..and glass). Looking to to future, there's another thing to watch for - when JonWill adds support for transparency in textures, that can cause a significant FPS hit on many graphics cards. We'll probably want to use them sparingly.
tikitiki
06-14-2005, 02:15 PM
anybody know of a good .pov to .ase converter ? :(
Coaster_Phantom
06-14-2005, 02:52 PM
Okay, I've made a wooden bridge but when I place it in RCT 3 it's in a direct line with the original RCT paths (even when I elevate the bridge it's in a direct line with the elevated path). But then I can't see the original RCT path. So my question is: How do I place the bridge structure a little bit underneath the path.
I'm sorry if this already has been posted.
Coaster_Phantom
06-14-2005, 03:00 PM
Originally posted by tikitiki
anybody know of a good .pov to .ase converter ? :(
I don't know if this will help you, but there is a lot of converter software on this page.
http://chuckr.bravepages.com/raytrac3.htm
Caffinated
06-14-2005, 03:15 PM
How do I place the bridge structure a little bit underneath the path.
Have you tried moving the model down a hair in your 3d program? Check to see that the *top*of your deck is right below the axis.
My only idea on the matter. My bridges are using the elevated paths as the decks themselves and are mainly just walls and roofs to place around the paths. (I do have decks made...but they are made to be used for ride bridges, not footbridges).
Coaster_Phantom
06-14-2005, 03:28 PM
Thanks Caffinated:D
And I wanted to use the decks so that there will be a little wood just on the sides of the path. And there also will be pillars connected to the decks.
tikitiki
06-14-2005, 03:37 PM
Originally posted by Coaster_Phantom
I don't know if this will help you, but there is a lot of converter software on this page.
http://chuckr.bravepages.com/raytrac3.htm
Thanks dude! :D
diddly42
06-14-2005, 07:06 PM
Thanks for the help marnetmar. I'll check them out. By the way, here's a few updated photos:
http://www.sportplanet.com/vp3/trickshots/3cc94300.jpg
http://www.sportplanet.com/vp3/trickshots/3cd94300.jpg
http://www.sportplanet.com/vp3/trickshots/3ce94300.jpg
Hope to have the mesh done in the next couple of days.
iceatcs
06-14-2005, 07:16 PM
just done with UVW unwrapping with 2 colour textures.
i think it will be better to tweak it little smaller...
http://img.photobucket.com/albums/v673/iceatcs/completeHalfLifelogo.jpg
[edit]
little change
http://img.photobucket.com/albums/v673/iceatcs/Shot0005.jpg
Rybo-XL
06-14-2005, 11:49 PM
Hey, Im still getting "Multiple objects, cannot convert mesh" even though I've deleted this exact phrase from the file:
}
*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
}
Whats Wrong?
Chain67
06-14-2005, 11:53 PM
Before you just posted Ryboxl there was 1337 posts in this thread :D
Originally posted by Ryboxl2
Hey, Im still getting "Multiple objects, cannot convert mesh" even though I've deleted this exact phrase from the file:
}
*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
}
Whats Wrong?
Is that from Milkshape to ASE?
Here's what I delete:
}
}
*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
I start with 2 brackets on top, and I end at the 0 in the last line - but again, this is when an ASE is converted from Milkshape. Other 3D programs produce slightly different layouts I believe.
Caffinated
06-15-2005, 12:24 AM
So long as you remove 1 closed bracket for each open bracket, it doesn't matter. (Keeping the bracket structure is crucial as it is how the program reads each section of the file, but the particular start/end location doesn't matter as much).
I've done it a few different ways myself, all on MS3D exports, and haven't had trouble (unless I forget one :))
Now...
There could be a couple things causing it. Depending on your modelling software..
First, if not using Milkshape...try grouping your stuff before exporting.
If that doesn't help, check your materials. I noticed that if I had more than 1 being used, I tended to get this error. Remove any excess materials and try again.
Check to make sure there aren't any other extraneous items hidden. Someone awhile ago had a random "joint" that showed up when I imported into Milkshape, deleting that and reexporting fixed it. So check for that kind of thing.
Beyond that...I have no answer for you.
Interestingly enough, if I don't conform to the root selection I posted, I get either a multiple mesh error or J's program crashes - so I've always stuck with removal of the two brackets on top method.
And yes, if you have more than one material saved with your object, you'll definitely get that error. If you're in 3D Max, make sure you "attach" your objects so only one complete object is present during the "export selected".
For Anim8'or users, I can't help - never used it.
Rybo-XL
06-15-2005, 02:37 AM
Oh, thanks guys, but I just realized I was converting from an .3ds file. And I ddn't have a texture on the model, so would that make any difference?
WalkingSnake
06-15-2005, 02:39 AM
Originally posted by Ryboxl2
Oh, thanks guys, but I just realized I was converting from an .3ds file. And I ddn't have a texture on the model, so would that make any difference?
No, you put the texture on in Jonwil's editor.
Rybo-XL
06-15-2005, 02:44 AM
Now things have just got f***ed up, I converted a .3ds file into a milkshape file, and then into an ase file, and now I have this in the ase!
}
*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
}
}
*GEOMOBJECT {
*NODE_NAME "root_joint"
*NODE_PARENT "root"
*NODE_TM {
*NODE_NAME "root_joint"
*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
}
I've tried deleting both of them, but it keeps closing the importer, whats going on? My milkshape trile has expired, so I can't redo the file, until I get Milkshape, I'm going to try and figure out 3d max, acctually, nevermind......:rolleyes: But I'd still like to finish this anyway, thanks for all the help.
marnetmar
06-15-2005, 02:52 AM
I'm getting ready to go to bed Ryboxl, but I'll send you a PM with my e-mail address. If you want to send me the model file (3ds or MS) & texture, I'll see what I can do with it tomorrow for you.
Rybo-XL
06-15-2005, 02:59 AM
Thanks a bunch Marnetmar!
Caffinated
06-15-2005, 09:24 AM
Yep, that's the same thing that happened to Tom's stuff a few pages back.
If you open the file in Milkshape, you should see a blue sphere somewhere. That is the offending joint. Remove it (and all others) and you should be good.
Not sure what causes that extra bit, but it doesn't show up in the original ASE, only after importing to Milkshape will it show up. My guess is that it's something to do with the original program used, but I don't know.
iceatcs
06-15-2005, 10:50 AM
I am doing the Hollywood signs atm...
Plan to make A to Z
So I got two problems to fix before I can make all the letters.
I got unwrap map texture problem over it made a wrong colour in RCT3, and other problem is shadow face error...
http://img.photobucket.com/albums/v673/iceatcs/HOLLYWOOD1.jpg
u can see the sunlight direct from behind, but the front face of 'A' shows in the shadow in wrong direction.
Also for texture error, 'A' is supposed be show in white not blue? Which I have already made A in white in bmp.
Why is that?
http://img.photobucket.com/albums/v673/iceatcs/HOLLYWOOD2.jpg
Rybo-XL
06-15-2005, 11:41 AM
Thats awsome iceatcs! Thanks Caffinated, that must be the problem, because I did have that sphere in Milkshape when I wen't to edit it. Hopefully, I can get some more detailed models into RCT3. Also, for .3ds files, what part of the "root" reference do I need to delete exactly? Thanks
diddly42
06-15-2005, 10:36 PM
Well, the mesh is done. Now all that is left is skinning it, which I'll be messing with over then next few days. Here's what it looks like so far:
http://www.sportplanet.com/vp3/trickshots/3cf94300.jpg
marnetmar
06-15-2005, 10:50 PM
Looks real good Diddly, I'm looking forward to seeing it with the texture applied to it.
Rybo-XL
06-16-2005, 02:19 AM
Good job diddly!
tikitiki
06-16-2005, 08:18 PM
I give *scowls*...I will upload all of the povs of my cars and who ever can get it to work first, will obviously get them in their park first... :cool:
Cheers!
WalkingSnake
06-16-2005, 08:31 PM
Originally posted by tikitiki
I give *scowls*...I will upload all of the povs of my cars and who ever can get it to work first, will obviously get them in their park first... :cool:
Cheers!
There are cars in the Soaked screens, incase you didn't know. :)
Miss O
06-17-2005, 01:26 AM
Because I got such nice compliments on the stuff I initially posted, and to appease those folks who expressed an interest in my Asian-inspired set, I thought I'd let you know that after numerous hours of working with Marnetmar last night, we managed to find out that something was wrong. I've not yet pinned it down, but I think that my saving my items as Ola_whatever messes with the game, but I can't be sure yet, as I haven't tested. At any rate, I put together a building with the first actual pieces of the first part of the set. With Marnet's help, I think I'll be cranking these out MUCH faster, and should have this set completed relatively soon.
Anyway, here are two teaser-type screenshots of the pieces:
http://www.dimensional.com/~ladyrose/building1.jpg
This first one is a daytime view. So far the set has about 9 pieces, including a double, closed door (center), a double window, single window, no window, and a single-height piece that has a full frame around it for use wherever you like. Also the fence is original content, and the signature curved roof.
Here is the same building, at night, lit from inside. You may be able to glimpse the tatami mat texture I used for a flooring block, and of course you can also see the quay texture I had created before. I think if I raise it just a hair, I can get it to obscure raised pathing enough to look natural.
http://www.dimensional.com/~ladyrose/building2.jpg
Comments are welcome, and I'll do more as soon as I can.
WalkingSnake
06-17-2005, 01:32 AM
woot! I'm loving it! I can't wait for a download!! :D
mazeinies
06-17-2005, 01:58 AM
yeah great work!
Teirmose
06-17-2005, 02:04 AM
Sweet. I love the Asian stuff you are making. Thanks for the pictures. Keep us updated.:D This is one pack I want to get my hands on.
shyguy
06-17-2005, 04:49 AM
Miss O...
Your scenery looks GREAT so far. Will it be colorable???
marnetmar
06-17-2005, 04:54 AM
That all look's Very nice Miss O :up: :up: I like the idea of the "flooring" to cover the raised path parts, that'll come in Very handy for everyone. I'm really looking forward to this when you get it completed.
Vodhin
06-17-2005, 10:12 AM
Miss O...
You had me fooled- I've just woken, up blurry eyed and, taking my first sips of coffee. I scroll through this thread and see your shots and wonder how the heck did you get the peeps into a actual physical model! (it's that second pic I saw first- since I read these forums backwards anyway). Needless to say I'm now wide awake!
Wow! What a fantastic building!
Coaster_Phantom
06-17-2005, 12:56 PM
I've searched everywhere, but I still don't know how to make an object with two colors (or two textures), can somebody please help me with this issue. Thank you very very very much:D
tikitiki
06-17-2005, 01:30 PM
Originally posted by WalkingSnake
There are cars in the Soaked screens, incase you didn't know. :)
walkingsnake...:o what is it, the way I post? how I talk online? what!
Caffinated
06-17-2005, 01:56 PM
Miss O: I've been looking forward to your stuff ever since I first laid eyes on it :) Looking very very wonderful.
Coaster_Phantom: What do you mean, 2 colors or 2 textures? Are you talking about recolorable or just static colors?
Recolorable is talked about in the RCT3-RecolourableObjects.pdf in the v6.1 zip file.
To create 2 textures, you have to make them the same BMP file. Then apply the texture to the model in the 3d modelling program by specifying the regions or whatever it's called in your software. The key is that they have to be the same texture file. The importer can only handle 1 texture file per model.
For good examples, pickup Jonwil's texture tool thingy (I think Klinn has it listed) and look at the standard ones for the stock scenery.)
WalkingSnake
06-17-2005, 03:01 PM
Originally posted by tikitiki
walkingsnake...:o what is it, the way I post? how I talk online? what!
Trust me, it's not you. I hate everyone equally. :)
(kidding, folks >.<)
Coaster_Phantom
06-17-2005, 04:49 PM
Thanks Caffinated:D I've found Jonwil's texture tool via Marnetmar's link to the RCT3 Mod Tools.
iceatcs
06-18-2005, 11:01 AM
why i still got the shadow error?
i don't do on milkshape cos it is too confuse to me... i am using 3D Max.
http://img.photobucket.com/albums/v673/iceatcs/HOLLYWOOD1.jpg
WalkingSnake
06-18-2005, 02:25 PM
Originally posted by iceatcs
why i still got the shadow error?
i don't do on milkshape cos it is too confuse to me... i am using 3D Max.
What error? That shadow looks like a normal RCT3 shadow to me..
iceatcs
06-18-2005, 03:56 PM
the lighting face...
it dosen't change the shadow face while the sunlight moving....
see what i mean on the back
http://img.photobucket.com/albums/v673/iceatcs/HOLLYWOOD2.jpg
marnetmar
06-18-2005, 04:18 PM
iceatcs, Did you apply the texture to the letter on both sides from the same direction? Such as from the back maybe? If so you need to remap the dark side & apply it from the opposite direction as you have it now & see if that fixes it.
Either that or you might need to reverse the faces in the dark one.
iceatcs
06-18-2005, 05:31 PM
I didn't applied any texture in 3D editing, just create bmp file in PS or paint with unwrap layout.
The A shape is suppose be in white just like the 'Hollywood Signs', I dunno why it has turn up in blue,
I will update bit more on that A letter then I will tell you more what the problem.
I'm wondering if a certain color in the palette has something to do with this. One of my latest objects looks great in the modeler, but in RCT3, there are specs of blue dots appearing where there should be pure white. The model is about 222 colors. Perhaps if Klinn is around, he may know the answer...
marnetmar
06-18-2005, 06:53 PM
I'm not sure if that's the program or the texture Pumper. If you zoom in real close on almost any of the "castle wall" props I made for the Dark Ride theme, they have the same thing, little blue spots on them. I know we're losing quality when changing to the 8bit bmp files, but I don't know if that's the cause or not, especially since it doesn't happen with any regualrity, just here & there.
Marn - I actually never noticed that on your castle walls, but they're a dark gray, so luckily those dots oh death were not easily detected. On my model, they are standing out like eye sores, in fact, on two models that use plenty of color this is happening to, where as, some of the basic models using under 16 colors are coming through correctly. :-(
iceatcs
06-18-2005, 06:57 PM
yeah blue problem thing got something with pure white.. I've just add bit any other colours on the pure white 'A' and the colour bits are showing but the white background is still blue in RCT3.
Anyway I'm still stuck with the darkside problem which the darkside is stay still on the same side, while sunlight moving. but the shadow is moving no problem.
Is it something to smooth setting? or lighting option?
marnetmar
06-18-2005, 06:58 PM
That's very odd Pumper, looks like another mystery to try & figure out.
iceatcs
When you turn to night mode, and stick a lamp nearby, does your letter light up (reflect light) or does it remain totally black?
marnetmar
06-18-2005, 07:00 PM
Originally posted by iceatcs
yeah blue problem thing got something with pure white.. I've just add bit any other colours on the pure white 'A' and the colour bits are showing but the white background is still blue in RCT3.
Anyway I'm still stuck with the darkside problem which the darkside is stay still on the same side, while sunlight moving. but the shadow is moving no problem.
Is it something to smooth setting? or lighting option?
If you want to send me the model & textures you're using iceatcs, I'll see if I can figure out anything for you.
iceatcs
06-18-2005, 07:01 PM
ok in max file or 3ds or ase? for modelling
marnetmar
06-18-2005, 07:02 PM
3ds should be fine, I'll send you my e-mail in a PM
iceatcs
06-18-2005, 07:15 PM
Sent in email just few ago
At the moment, I am just start to making the 3D retail logos like McDonalds, Pizza Hut etc...
So its can put on the top of the shop.
marnetmar
06-18-2005, 07:39 PM
That sounds pretty cool iceatcs You should have mail any second now ;)
iceatcs
06-18-2005, 07:54 PM
ok got both, ;)
now learning from it to see what the change
marnetmar
06-18-2005, 08:06 PM
You'll want to work on that letter prop some, when I converted it with Biturn it gave me an error about it being badly triangulated. You might also place it on one side of the frame instead of having it at an angle. I got it to work in the game, although it's not lined up or sized correctly, it is white lol
http://modstothemax.net/mttmcommunity/files/a_game_test_501.jpg
In Game Test
iceatcs
06-18-2005, 08:34 PM
Mine way is fine cos I am using 3D max (no error at all).
But milkshape is hard to control to me at the moment, tried it out but I can't get used with it...
Just getting there, and the lighting face is moving but all in wrong places.
All I just did was to attached all the separate objects together to allow convert OVL by jonwils program,
http://img.photobucket.com/albums/v673/iceatcs/Shot0009.jpg
http://img.photobucket.com/albums/v673/iceatcs/Shot0010.jpg
Two different light shades on Hollywood' A' letter (but badly lighting atm)
marnetmar
06-18-2005, 09:40 PM
That looks a lot better iceatcs, just needs a little work to fix the lighting & it'll be ready to go :up:
iceatcs
06-18-2005, 09:48 PM
yeah man.. been test again with little smaller and it is much better, but i'm still can't work out lighting...
which it might cause the problem?
texture alignment? or output setting error?
Coaster_Phantom
06-19-2005, 11:40 AM
Hi, I have a texture problem...again, I just can't get it right :cry:
I made this:
http://img272.echo.cx/img272/8002/rct3gitaar20bz.jpg
And I get this:
http://img272.echo.cx/img272/5224/rct3gitaar9rh.jpg
So, could somebody tell how to make decent textures so that I can have scenery with multiple colors.
Thanks, CP
WalkingSnake
06-19-2005, 01:19 PM
It's been discussed over and over again. I suggest you read most of this thread, then post any questions you may have.
Rybo-XL
06-19-2005, 03:06 PM
That is SO awsome, great job coaster phantom!
mazeinies
06-19-2005, 03:12 PM
Originally posted by Ryboxl2
That is SO awsome, great job coaster phantom!
Coaster_Phantom
06-19-2005, 04:03 PM
Thanks:D But I still have the problem :p
Lets read the thread...for a couple of hours :confused:
jonwil
06-19-2005, 09:00 PM
Nice Guitar mate. Hopefully you can get the texture problems sorted out, that would look KICK ASS as theming for my AC/DC rollercoaster idea I had.
RCT4me
06-19-2005, 09:47 PM
It looks like most of that guitar uses color only, no texturing.
I like it though. Just an idea, maybe you might want to adjust the frets' positions a bit. (the spacing is a bit off) Again, that's just an idea.
Your_Name_Here
06-19-2005, 09:52 PM
Originally posted by jonwil
Nice Guitar mate. Hopefully you can get the texture problems sorted out, that would look KICK ASS as theming for my AC/DC rollercoaster idea I had.
AC/DC rocks, man! You have good taste in music, jonwil! ;)
jonwil
06-19-2005, 09:54 PM
I think that one reason people are having problems with texturing and lighting is that RCT3 expects per-vertex texture coordinates and per-vertex normals. (normals are important to getting proper lighting) whereas the .ASE file format supports per-face texture coordinates and per-face normals.
marnetmar
06-19-2005, 10:04 PM
I don't know what program that is you're using Coaster_Phantom, but it looks similar to the problem iceatcs was having with his letter prop. I just remapped the textures in Milkshape & it seemed ok for the most part after that.
If you want to send me the model & texture I'll take a look at it for you & see what I can figure out. I'll send you my e-mail in a PM.
jonwil
06-20-2005, 09:10 AM
ok, the libovl works now and the results produce output that should be byte-for-byte identical with the old code.
The next step is for me to get a copy of Soaked! and make a new release that supports it (and to start working on features like transparent textures, multiple meshes etc etc)
I have made quite a few discoveries recently, for example:
I now almost know how signs work (its a flag that says "this mesh is a sign" I think, I need to confirm that)
I also discovered a new piece of data (well figured out exactly what all the data means). Basicly, every 3D model (i.e. StaticShape) has <some number> of these data items (could be zero).
Each data item consists of a text string and a 3D transformation matrix.
The text strings can be anything, some examples:
simplelightstart02_r235g235b235_radius2
ultralow
particleend01_pansmoke
particlestart01_pansmoke
and others.
Some names (like ultralow) probobly dont mean anything.
But other names like the light one and the particleend one code for things in the engine (i.e. lights and patricle effects in this case)
So for example, the particlestart01_pansmoke will have a 4 x 4 3D transformation matrix that tells the game where relative to the center of the scenery piece the item is and what the rotation of it should be.
This links to the pansmoke.frw particle effect file.
I still have to confirm my work by (somehow) getting my scenery viewer to display an arrow at the location of each of the transformation matricies for a given scenery piece (so I can see if where my scenery viewer says the particle effects should go matches with where they actually are in the game)
So, as soon as I can get the final release of Soaked! or certain data files from it, some good things should happen with the scenery importer (time permitting)
jonwil
06-20-2005, 10:07 AM
oh and btw, the first person to get me data files from the shipping version of RCT3 Soaked! (I probobly wont be able to get the game for a while :( ) will get credits in the next version of my scenery importer :)
LightWarriorK
06-20-2005, 10:56 AM
Wow, it's been a while since I've read through this thread, and I don't really have the time to be going through all 47 pages, sorry.:p
I just have a question about an idea that I haven't seen implemented yet, and I think that it could possibly work:
I think most people know by now that I'm a "DarkRide Advocate" and I have throught that the best way for the Scenery Editor to help us with this is.....
Anti-Lights!:D I'm not a modeler or programmer, but I would think that each light would have a light color and effect radius, right? Wouldn't it work to reverse the attributes of a lamppost so that the light acts like a miniature black hole? It wouldn't be perfect, but it'll be something until we get darkness.
If this has already been tried or discussed, forgive me, much of this thread is in another language.:p I just thought it is worth mentioning.
jonwil
06-20-2005, 11:06 AM
The bad news is that an "anti-light" is not possible.
The good news is that there are walls and other items (including a recolored clone of the wooden mouse coasters and a recolored clone of the ghost train/haunted hotel rides) done in a jet black color such that they are totally dark and reflect no light at all.
Combine these with appropriate scenery pieces (e.g. stuff from the spooky set) and you get a dark ride (or something close enough to it anyway)
Coaster_Phantom
06-20-2005, 11:15 AM
Originally posted by marnetmar
I don't know what program that is you're using Coaster_Phantom, but it looks similar to the problem iceatcs was having with his letter prop. I just remapped the textures in Milkshape & it seemed ok for the most part after that.
If you want to send me the model & texture I'll take a look at it for you & see what I can figure out. I'll send you my e-mail in a PM.
It sounds really stupid, but how do I send it to you? And the program I'm using is anim8or.
EDIT: Already got your email-address
LightWarriorK
06-20-2005, 12:18 PM
Originally posted by jonwil
The bad news is that an "anti-light" is not possible.
The good news is that there are walls and other items (including a recolored clone of the wooden mouse coasters and a recolored clone of the ghost train/haunted hotel rides) done in a jet black color such that they are totally dark and reflect no light at all.
Combine these with appropriate scenery pieces (e.g. stuff from the spooky set) and you get a dark ride (or something close enough to it anyway)
Aww, well, thanks for replying. I've got the Dark Scenery, and it works very well... I was just trying to find some way to create some artificial shadows.
Thanks jonwil.:up:
marnetmar
06-20-2005, 05:45 PM
Originally posted by Coaster_Phantom
It sounds really stupid, but how do I send it to you? And the program I'm using is anim8or.
You'll need to save/export the model as a 3ds file & put it & the texture in a zip file & it should send ok that way.
Hi!
I have done an object using Anim8or, but when I played RCT3 I saw this:
http://img36.echo.cx/img36/1359/dibujo5ia.jpg
What I'm doing wrong?
(I'm from Spain, so I don't speak English well, sorry)
marnetmar
06-28-2005, 05:25 PM
Originally posted by TrSH
Hi!
I have done an object using Anim8or, but when I played RCT3 I saw this:
http://img36.echo.cx/img36/1359/dibujo5ia.jpg
What I'm doing wrong?
(I'm from Spain, so I don't speak English well, sorry)
TrSH, If your texture was applied to the model & lined up correctly in Anim8or, but is messed up in the game, try taking your texture & flipping it vertically & use the flipped one when you make the ovl file & see if it turns out right.
TrSH, Si su textura fue aplicada al modelo y se alineó correctamente en Anim8or, pero se ensucia para arriba en el juego, el intento que toma su textura y que la mueve de un tirón verticalmente y utiliza movido de un tirón cuando usted hace que el ovl archiva y ve si resulta a la derecha.
Klinn
06-28-2005, 06:25 PM
Heh, you just gotta love the handy multilingual support provided here. :up:
Marnetmar rulez! :cool:
CTHULHUx
06-28-2005, 06:26 PM
Ya know? It baffles me. This is THEE longest and most participated in thread to EVER hit the RCT3 boards, and yet they haven't pinned it. Unreal. I mean, I know it's not an official add-on, but seriously, c'mon. This thread surpassed the longest thread almost threefold. Not to mention, this is one of the most civil threads.
Oh well. Very informative thread even for us lurkers.
And just to beat this to death once again, thank you so much jonwill for starting this whole mess from which we will all benefit. :up:
Originally posted by CTHULHUx
Ya know? It baffles me. This is THEE longest and most participated in thread to EVER hit the RCT3 boards, and yet they haven't pinned it.
Good point - I thought about that months ago and wondered what was up - then again, I can probably guess.
CTHULHUx
06-28-2005, 06:55 PM
^
Exactly.
;)
marnetmar
06-28-2005, 09:21 PM
Originally posted by Klinn
Heh, you just gotta love the handy multilingual support provided here. :up:
Marnetmar rulez! :cool:
LMAO Thanks goes out to Babelfish ;)
Originally posted by CTHULHUx
Ya know? It baffles me. This is THEE longest and most participated in thread to EVER hit the RCT3 boards, and yet they haven't pinned it.
It does seem a bit odd, but it's their boards lol
WalkingSnake
06-28-2005, 09:52 PM
Does it really need stickied? It's always on the first page. ;)
CTHULHUx
06-28-2005, 10:18 PM
Eh, it's just the point of it I guess. No biggie.
But honestly, this opens up RCT3 more than any expansion ever will. I mean, we're talking about having ANYTHING you can imagine put in the game. What? You want a giant skeleton on a unicycle? Fine. Whip it up. Import it. Done.
Very cool. The possibillities are literally endless. Therefor I think it's an extremely important thread for the community. Maybe not for Atari. But who cares. It's OUR game. They made it for us, and we're trying to take it to it's limits.
Oh well....
Again, cheers to everyone involved.
tikitiki
06-28-2005, 10:41 PM
It cannot be sticked because it is not directly rct3 related (a mod) and isn't supported by atari or frontier, so he can't sticky it...Exactly the same reason the Tunnel hax for rct3 was unstickied...
Cheers
WalkingSnake
07-03-2005, 01:28 AM
If and when we ever get stall support, I've got this waiting:
http://gauhs.com/imghost1/uploads/141_stall.jpg
-MoNtU
07-03-2005, 02:07 AM
OoOoO, Fancey WalkinSnake.
That's nice WS - looks cel shaded.
Joker Joe 62
07-04-2005, 01:34 AM
I am deleting this post and then the importer.
marnetmar
07-04-2005, 01:55 AM
Originally posted by Joker Joe 62
I don't even know where I am supposed to unzip the files to. I am completely lost. I downloaded the program, but that is about all I can do with it.
I guess I can also delete it, because I have no idea what I am doing with it. It is available to download, but there are no instructions on where to put it or how to use it. Besides, I am not finding much help with other things here either. I joined in hopes of finding some help with making things a little easier, but nada.
It doesn't seem as if too many people here are helpful if you have a limited knowedge of what makes up these games. These forums are not very "beginer friendly". I guess I am just discouraged with it all.
I can't even enjoy soaked because my PC is just too old and slow.
Do you mean the importer program? If so, you can just unzip it to your desktop or anyplace that's convienient for you to find & use.
I realize this thread is about 5 miles long & a lot to try to read through, but there's a ton of useful information in it about using the importer.
You'll need some type of 3D modeling program to actually make the models with & then you need the importer after they're made to get them into the game.
Joker Joe 62
07-04-2005, 02:02 AM
Originally posted by marnetmar
Do you mean the importer program? If so, you can just unzip it to your desktop or anyplace that's convienient for you to find & use.
I realize this thread is about 5 miles long & a lot to try to read through, but there's a ton of useful information in it about using the importer.
You'll need some type of 3D modeling program to actually make the models with & then you need the importer after they're made to get them into the game.
Thanks, but it seems just too involved for me. I am older than most gamers and just too slow to catch on. I am running an outdated machine and can't afford to get a newer one right now. I don't understand a lot of what makes computer applications work. I am just one of those old farts who likes to plug something in and like to to work and be user friendly. Nowadays, one needs a four year degree just to play a PC game.
Checkers was so uncomplicated! LOL!
marnetmar
07-04-2005, 02:07 AM
Originally posted by Joker Joe 62
Thanks, but it seems just too involved for me. I am older than most gamers and just too slow to catch on. I am running an outdated machine and can't afford to get a newer one right now. I don't understand a lot of what makes computer applications work. I am just one of those old farts who likes to plug something in and like to to work and be user friendly. Nowadays, one needs a four year degree just to play a PC game.
Checkers was so uncomplicated! LOL!
It does take some work & a LOT of patience to make the models & get them working in the game. I hope you can upgrade your PC sometime soon. Don't feel bad, you're not the only "old fart" on here either lol
pucechan
07-04-2005, 08:33 PM
Hi all,
I've updated Klinn's Scenery Settings Excel Sheet and PDF File to include the Soaked Items that Jonwil dumped HERE (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=477337).
I've checked with Klinn and he's fine with me posting the updated copy here. I'll make a seperate post with it in as well.
You can grab it from my webspace HERE (http://www.binarysoup.co.uk/RCT3-SceneryOVLSettings-Ver03.zip).
I hope this is useful.
marnetmar
07-04-2005, 08:37 PM
Very cool pucechan :up: :up: Thanks for the updated info :)
pucechan
07-04-2005, 08:51 PM
No Problem Marnetmar,
It's the least I could do really, I have been a big lurker in these forums and would love to contribute more.
I am not that great at modelling (although getting better) unfortunately I use Maya and I haven't been able to find a FREE export route to ASE from Maya yet.... unless I'm missing an easy way to export to 3DS :) (Biturn doesn't SEEM to support Maya formats, unless I'm just not seeing it)
I will get there I'm sure.
I saw that Excel sheet as a way to contribute that is useful and constructive. You never know I might get around to creating some scenery some day soon. :)
At least it's more likely that I'll post and SPEAK now instead of hanging around in the shadows lol.
marnetmar
07-05-2005, 01:14 AM
Originally posted by pucechan
I am not that great at modelling (although getting better) unfortunately I use Maya and I haven't been able to find a FREE export route to ASE from Maya yet.... unless I'm missing an easy way to export to 3DS :) (Biturn doesn't SEEM to support Maya formats, unless I'm just not seeing it)
Can you export from Maya as a 3ds or obj file pucechan? I know nothing about Maya, but I would think it would export in something that could be converted with Biturn, at least I hope so anyway.
pucechan
07-05-2005, 07:04 AM
The only filetypes it will save as through the Export dialog are its own:
Maya ASCII .ma
Maya Binary .mb
Ironically it WILL Import .obj files though :(
I'm still looking to see if I can find an obj/3ds exporter plugin for Maya that's free. There seem to be quite a few to BUY but out of my budget :(
I'm a bit surprised at Mayas lack of export options to be honest :(
Edit:
(Note to self, be sure to check all available plugins within Maya before criticising ;) )
Maya does infact support OBJ export, it also supports FBX (and Alias have an FBX to 3DS converter on their site).
So I SHOULD be good to go :) Hopefully I won't have TOO much trouble getting a cube ingame lol :)
pucechan
07-05-2005, 11:40 AM
Okay, so I figured out I could save to OBJ all along :p. However I've hit a problem.
I keep getting the No SVD: for SID: error, I've read through these threads and others and figured out it's something to do with the internal name/path not matching. BUT I haven't changed anything, and I've kept the name consistent while making the Theme....
Could someone be kind enough to look at the files I have to see what I'm doing wrong ?
I've included the OBJ file along with the texture and icon image, the edited ASE file and the Theme file.
I've managed to defeat all the other obstacles that people have had, like multiple meshes, crashing the editor, altering the ASE (which is the same as for Milkshape btw) and stuff....
This just seems to have beaten my forum search skills :)
The files are HERE (http://www.binarysoup.co.uk/MyCube.zip).
I've just got a bit stumped because I can't think of anything to try, I've tried using different names for the object (but staying consistent all the way through).
Any Ideas ? (Thanks in advance, I know most people are FAR ahead of this, I feel a bit lonely :D as I seem to be the only person using Maya :D)
Hi -
In your zip file, you did not include the two ovl object files for the cube. These are the two files that are created from the Ase file. The theme loads up correctly in the editor, and the parameters seem to be intact (except I usually leave "Unknown 2" as "1").
pucechan
07-05-2005, 12:48 PM
Hiya Pumper, thanks for the reply!
I didn't include the ovls as you could create them from the files in the zip.
I'm just going to try with "unknown 2" set to 1 as you do :)
If it would help, I'll gladly repackage the zip with the two OVL files :)
Yes, definitely repackage with the 2 ovls - that would be the best way to determine how you're getting that error.
iceatcs
07-05-2005, 01:00 PM
For jonwil's importer v8
I have a problem to install the theme pack as the message said successfully installed but there is no my customs pack in my themed folder in the RCT3 dir...
Anyone knows why or have a same problem?
iceatcs - I haven't been using v8 yet, but did you trying reinstalling a second time in a row - in case it didn't take the first time. That sometimes happens even with the previous versions, though it's rare.,
Another thing to try is use the buit in "Search" for windows, and see if it can locate your theme folder - perhaps it installed into another directory somewhere.
iceatcs
07-05-2005, 01:16 PM
yeah i found it, it was on C: folder.. i think it might be missing dir in jonwill v8?
cos i am using RCT3 soaked in C:
Gibdo
07-05-2005, 01:35 PM
Wow, page 36... I was thinking about making some of my own custom stuff, but I can't read 36 pages of 40 posts. SO, I have a couple questions.
Whats the lastest version? Is it 8? If so, I can't even run it. I get an error.
Is there any any tutorials or explaination on how to use it, or is it all in this thread?
pucechan
07-05-2005, 03:52 PM
Originally posted by Pumper
Yes, definitely repackage with the 2 ovls - that would be the best way to determine how you're getting that error.
Okay, sorry for the delay Pumper, I've had a few more attempts trying different things. I've made a picture with the steps I followed...
http://www.binarysoup.co.uk/stepstaken.png
I've also packaged all the files used in a zip file here (http://www.binarysoup.co.uk/pccube.zip).
I hope this helps figure out what is wrong...
Thanks again!
LOl - quite a visual display -! OK, I'll check out the files now - are you using a Mac?
Hi -
OK, installed your theme, and the same thing happened here: RCT3 froze when moving the mouse over your object, followed by the error.
I don't think there's anything wrong as far as parameters - the editor is doing what it's suppose to. My guess is, it's something to do with the object itself. I was able to import the obj version into Milkshape, and noticed there were two parts to it. One which was your cube and another called default. That's strange...
I then tried Biturn to convert the obj to milkshape format. Once it converted to MS3D I loaded it in to Milkshape and the entire program crashed/froze.
What modeling program are you using - sorry I didn't read earlier if you already mentioned it?
When I get to my laptop (using the desktop) -- I'm going to reload the obj, delete that rouge default object (which seems to have no effect on the cube) - save as MS3D format, convert to ASE, and reinstall the cube to see if it works.
Give me about a half hour - finishing up work here.
pucechan
07-05-2005, 05:04 PM
Originally posted by Pumper
Hi -
OK, installed your theme, and the same thing happened here: RCT3 froze when moving the mouse over your object, followed by the error.
I don't think there's anything wrong as far as parameters - the editor is doing what it's suppose to. My guess is, it's something to do with the object itself. I was able to import the obj version into Milkshape, and noticed there were two parts to it. One which was your cube and another called default. That's strange...
I then tried Biturn to convert the obj to milkshape format. Once it converted to MS3D I loaded it in to Milkshape and the entire program crashed/froze.
What modeling program are you using - sorry I didn't read earlier if you already mentioned it?
[SNIP]
Give me about a half hour - finishing up work here.
Hey Pumper, thanks for the prompt reply, you are really on the ball :)
No I'm not using a Mac, it's just a mac-like theme for WindowBlinds, looks nice though :)
I'm using Maya, I can export to OBJ from within Maya (after I checked what plugins I needed to turn on lol).
From Maya, I'm exporting selected object so there SHOULDN'T be any other objects, but it looks like that COULD be a problem. It's odd that it doesn't show up in Biturn though. And crashing Milkshape is bad.
Thanks for looking into this for me, it's good to know that I seem to have done everything else right.
OK, loaded up the obj and simply saved as a milkshape file in Milkshape. I then edited the new ASE after biturn converted. Reassigned it in to your saved theme using the latest editor. Installed the theme, and had the same problem - frozen.
I then loaded up an older version of the editor 6.1 (which is what I've been using to create Blox, the dark ride stuff, and the current support set) and I simply used the same ase to build a the cube ovls once again. After installing, I fired up RCT3 and it worked perfectly.
(by the way, I assign '1' to all the unknowns - you had zeros but I don't think that would matter.
You may want to try again using an older version of the editor (6.1 might be a good test). At this point, I'm still unsure if it was the object or the editor version.
By the way -here's the converted ASE and new ovls if you want to try them (working ones):
Cube Redux (http://www.trackworx.com/cuberedux.zip)
pucechan
07-05-2005, 05:44 PM
Thanks Pumper, I'll try using version 6.1... if that works then it looks like a bug somewhere in the newer version...
I'll be right back after a little test :)
iceatcs
07-05-2005, 06:07 PM
I've found v6.1 is much work better importer than v7 or v8 as I can't get my custom to display in RCT3 which it will crash all the time if mouse point-over it...
Seems that the v7 and v8 might have OVL converter bug.
pucechan
07-05-2005, 06:11 PM
YAY !
Thanks Pumper, I just used the same files with version 6.1 and it worked fine.
Here is a pic of my uber-cube ingame.
http://www.binarysoup.co.uk/cubeingame.jpg
Thanks Pumper for all the help, I really was at a loss, it's good to know I WAS doing things right.
Just to let people know, if you use Maya, export to OBJ, then use Biturn to turn it into an ASE. Remove the ROOT object from the ASE the same as for Milkshape then use Importer version 6.1.
Should I give Jonwil the ASE to see why version 8 fails ? (well it doesn't appear too but RCT3 crashes on use)
Now, onto texturing... which should be interesting...
Thanks again, this community is really friendly, quick and knowledgable!
Between objects and my Peep Generator app I'm not sure if anything'll get finished. :)
hehe! It's kind of a rush when it works! :haha: Glad you're up n running.
iceatcs
07-05-2005, 07:11 PM
I have made tons of modelling so far, esp A to Z of Hollywood Sign but still cannot fix the lighting shade, I mean all the models. I think it is something does with my 3D Studio Max like ASE import, or Unwrap Map...
Can you tell me what it is causing the problem?
For example,
http://img.photobucket.com/albums/v673/iceatcs/Shot0053.jpg
A shaped should be in white. I turned in both ways to see if light shade changing on the flat face of 'A' but it didn't change, and the sunlight on the object doesn't moving follow of the time of daylight.
Klinn
07-05-2005, 07:48 PM
Originally posted by pucechan
I've checked with Klinn and he's fine with me posting the updated copy here. Thanks very much for adding the latest data provided by JonWil. I haven't had as much time for browsing the forums so I must have missed JonWil's post. Glad to see another lurker join the fun!
jonwil
07-05-2005, 08:21 PM
Please do provide me with the ase file, ovl files, thm file etc that are failing when used with the latest (version 8) importer, so I can fix it.
iceatcs
07-05-2005, 08:49 PM
i have setup for you jonwil.
Hollywood Sign A test ZIP (http://www.iceatcs.co.uk/RCT3/HollywoodSignA.zip)
jonwil
07-05-2005, 08:52 PM
So, that set causes errors when you use version 8 importer to import it?
marnetmar
07-05-2005, 09:03 PM
Originally posted by jonwil
So, that set causes errors when you use version 8 importer to import it?
I don't think iceatcs stuff is causing errors that shut the game down Jonwil, but he's having some texture problems & a problem with the shadows going the right way in the game for some reason.
pucechan was having problems that were causing the game to crash when he tried to click on his prop. I think you can d/l his stuff in one of his posts above.
iceatcs
07-05-2005, 09:03 PM
yep it should be, which there is no error message, but sometime i get 'No :svd for :sid' message
[edit] Well I am sure, am fine with material but not shadow, that's last picture I've sent are not real texture yet. Cos I don't want to make too much time on texture while I am still testing the importer.
One thing I have no problem at all in v6.1 but I did the very same way on v7 and v8 and it successfully imported but crash in the game.
but if you want to Hollywood sign, only way someone help me the lighting shade problem, but material is fine now.
[EDIT2] oh by the way, v7 and v8 dosen't imported to RCT3 dir in some reasons, it went to c: folder.
pucechan
07-06-2005, 02:24 AM
Hiya everybody,
So far, Maya workflow seems pretty similar to Milkshape, which I'm glad about, I was really expecting to have to go through hoops (Although I haven't attempted texture mapping yet).
Jonwil: I've just sent you an e-mail (to the addy in the 6.1 readme) with the affected files. Although the files are still on my site here (http://www.binarysoup.co.uk/pccube.zip) if you'd rather grab them there.
It's definitely an odd glitch. I'm glad Pumper suggested using an older one to import, I hadn't thought of that.
Klinn: It's no problem, for some reason I quite enjoy data entry lol :D
iceatcs
07-06-2005, 02:47 AM
Erm, can anyone sent me very basic modelling in ASE format that it work with shadows and mapping texture with lighting shade? (Like cube)
Because I am still stuck with the light problem. I though it will be better for me to read someone ASE in notepad to see compare on mine that I can see what I am doing wrong.
so far i have made McDonalds and Pizza hut Sign for to put on the top of one of the stores.
Also nearly finish with 'A to Z' Hollywood Sign. I've stopped at 'V' atm.
pucechan
07-06-2005, 03:11 AM
Okay, I've made a mental note to actually check the forum before posting a reply :D
I didn't notice Jonwil had already uploaded a newer version !
WOOHOO, it fixed the problem, I can now use the latest version (with PNG icons, YAY).
However it no longer appears to detect the RCT3 directory. It always installs themes relative to c:\ (ie. C:\styles\themed\NAMEHERE).
But that's not a big issue, a simple Cut/Copy and Paste and away we go :)
Thanks Jonwil !
jonwil
07-06-2005, 04:05 AM
I found (and fixed) an issue to do with saving of the ovl files, see if it fixes your problem pucechan. (if it doesnt, mabie it cant find your RCT3 install properly)
http://users.tpgi.com.au/adsloptd/rct3imp91.zip
pucechan
07-06-2005, 05:17 AM
Originally posted by jonwil
I found (and fixed) an issue to do with saving of the ovl files, see if it fixes your problem pucechan. (if it doesnt, mabie it cant find your RCT3 install properly)
Hi Jonwil,
It still doesn't find my RCT3 folder, I really don't know why as all other versions did (upto version 8). It still saves to the root of C.
Any obvious things to check for ? Where does the importer get the directory from (I'm guessing in the registry ?) ?
(I'll just post replies to the main Scenery Editor/Importer thread rather than double-posting now :) It could get monotonous lol)
Oh and sorry for being so much trouble, everything was fine til I showed up :p
pucechan
07-06-2005, 12:53 PM
Okay, now that all my importer issues are dealt with I have an issue with Texture Mapping :p
Untextured Objects are fine.
http://www.binarysoup.co.uk/pipes.jpg
However, I just can't seem to get anything texture mapped properly, in Maya or in Milkshape.
The closest I have come is this using Maya.
http://www.binarysoup.co.uk/texture.jpg
I'm not actually that convinced that UV coordinates are being saved but it doesn't do the stretch thing on the sides I was expecting.
With Milkshape I just can't get an object into the game without getting the No :svd for :sid error.... so I'm obviously doing SOMETHING wrong with the milkshape stuff.
Has anyone got a texture-mapped ASE file I could look at to see if anything looks obviously wrong ?
Any hints ?
tikitiki
07-06-2005, 01:48 PM
Unfortunatly, the uv cordinates are different than for where you want to place your texture. Try opening the texture in paint, and flip it or something and then resave it and try again. Keep messin with it until its perfect. :)
Also, how do I change my png file to be a 8bpp image with a height/width by a power of 2
Pucechan - make a second copy of your texture map, flip it vertically, name it the same thing, and put it in a different directory.
In Milkshape (I don't use maya so I can't help you there), map your textures with the original texture map, and in jonwil's program, choose the 'flipped' duplicate version during the install.
By the way - not to rain on your parade but it looks like we're overlapping the same theme. I had started this weeks ago (as posted in the exchange) and since the screen shot was taken below, I also had added the mystery box (in a different color).
:haha:
http://www.trackworx.com/mariomayansample.jpg
pucechan
07-06-2005, 03:09 PM
Originally posted by Pumper
Pucechan - make a second copy of your texture map, flip it vertically, name it the same thing, and put it in a different directory.
In Milkshape (I don't use maya so I can't help you there), map your textures with the original texture map, and in jonwil's program, choose the 'flipped' duplicate version during the install.
By the way - not to rain on your parade but it looks like we're overlapping the same theme. I had started this weeks ago (as posted in the exchange) and since the screen shot was taken below, I also had added the mystery box (in a different color).
:haha:
Hi Tikitiki, Pumper, I'm going to try the texture map flipping now... I'll report back with my progress :)
Tikitiki, the easiest way to save a PNG as an 8bit file (the power of 2 thing is just the size, make it 256x256 or 512x512 or similar) is to use a decent image manipulation app like Paint Shop Pro (Trial) (http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&pfid=1047024307383) or Photoshop (30-day Trial) (http://www.corel.com/servlet/Satellite?pagename=Corel3/Products/Display&pfid=1047024307383), possibly even a good image viewer, something like Irfanview (Free) (http://www.irfanview.com/).
I'm not certain if you can change the bitdepth in MS Paint. Someone else might be able to tell you a way.
Pumper, WOW, your Mario pieces look really nice, I prefer your Warp Pipe to mine :D. I am using Mario3 Sprites for all my pieces so our sets should look distinctly different.... that's if I get texturing to work hehe.... your set appears to be more SNES era Mario/Nintendo, which is cool. I'm going for the chunky NES look :)
Okay, off to try flipping textures. Be back in a few mins ! Wish me luck :)
:D It's actually a Nintendo set in general - using bits and pieces from various games - so there may be bits of SNES Mario, Mario 4, Sunshine, etc.. as well as Metroid, Zelda, etc..
iceatcs
07-06-2005, 04:40 PM
hmm v9 working installed to RCT3 dir but v9.1 not, it went to c: dir again just like v7 or v8
[EDIT] Hold on, it is working now. dunno why?
pucechan
07-06-2005, 04:53 PM
Okay, so I've flipped till I can't flip no more :)
Here is a pic!
http://www.binarysoup.co.uk/textureproblem.jpg
As you can see, no matter how it's flipped it's still wrong. Flipping both vertically and horizontally seems to be the closest.
Inset you can see that it looks fine in Maya and that the UVs for all sides of the cube are over the same part of the texture.
I don't really know what to try now.... any ideas ?
Pumper said:
It's actually a Nintendo set in general - using bits and pieces from various games - so there may be bits of SNES Mario, Mario 4, Sunshine, etc.. as well as Metroid, Zelda, etc..
Sounds great mate, you really have a knack for this ! That's a great idea for a set, I was thinking of doing Zelda but really couldn't think of that many pieces.... I think I might attempt an F-Zero set if I get texturing to work lol !
EDIT: Interestingly, loading the object into Milkshape and assigning the texture to it instantly makes it fit, so the UV's are okay for Milkshape too...
I'm just going to try converting the MS3D to ASE to see if it fares any better.
EDIT: I can't seem to get anything from Milkshape into the game, no matter what I try I just get the dreaded No :svd for :sid message. Which is really bizarre because as far as I can tell, the ASE files are identical (after removing root :))
marnetmar
07-06-2005, 05:29 PM
Tikitiki-as long as your texture is square & 256x256 or 512x512 you can just open it up in MS Paint & save it as a bmp file, just make sure to click the drop down arrow & select 256 color & it should save it as 8 bit.
pucechan-I think you're having the same problems I had with the textures messing up. Try this: go ahead & map your textures like you want them & then go in & select 1 face (side) of the box at a time & duplicate it. You can do this in MS if you want, I don't know if Maya has an option to hide selected faces or not. Once you duplicate the first face, hide it & then delete the original face you just copied. Do that on all sides of the box & then unhide all & save with the same name as before. No need to regroup or anything. Then just make the ASE file & use the flipped texture when making the ovl files & (hopefully) it'll work for you just fine.
EDIT: You just need to flip your original texture vertically for this.
Originally posted by pucechan
EDIT: I can't seem to get anything from Milkshape into the game, no matter what I try I just get the dreaded No :svd for :sid message. Which is really bizarre because as far as I can tell, the ASE files are identical (after removing root :))
Are you using the latest Importer or an older one?
pucechan
07-06-2005, 06:27 PM
Pumper, Marnetmar: I can't get MS stuff ingame using 9.1 but I can with 6.1.
Here is a pic.
http://www.binarysoup.co.uk/using61.jpg
It's still doing the same thing. it's slighly out by 32-ish pixels horizontally !! (the ? block graphic is 64x64)
Here is my texture.
http://www.binarysoup.co.uk/texture.gif
Normal
http://www.binarysoup.co.uk/texturev.gif
Flipped
I'm a bit confused, it looks FINE in both MS and Maya...
Thanks for your help guys, I appreciate it, I know I'm a pain in the ass lol :)
The texture names are exactly the same right (obviously they can't be in the same folder of course), and you used the original version in Milkshape when saving - but the vertically flipped in Jonwil's importer? Those are the only steps I take and have since never had had a problem with texture alignment.
When saving in Milkshape, is it one object or groups (the individually textured faces?); mine are saved with the latter. A perfectly textured object in MS, which is not saved with its individual assigned textured faces (in this case, groups) will surely mess up.
marnetmar
07-06-2005, 07:11 PM
One other thing you might try pucechan would be to cut out the texture for the block you're using & just have the single texture file. That might help to eliminate some if not all of the problems, just make sure to flip it for the ovl files.
pucechan
07-06-2005, 07:17 PM
Pumper: Thanks for your patience, it's really annoying me now. I use the flipped bitmap with the same name (have a subfolder called flipped), in Maya it's a single object (as it saves each face/group as a seperate object otherwise). The cube in the above shot that was done in MS was as seperate objects as suggested by marnetmar....
Marnetmar: I might try that, just to see if it works, but for more complex objects I'm going to want multiple images... I guess I need to take baby steps first :)
Okay, I'm gonna try and make a completely fresh cube in both Maya and MS.
I'll be back in a few !
tikitiki
07-06-2005, 07:40 PM
thanks for the help :up:
pucechan
07-06-2005, 08:54 PM
Even the simplest of textures comes out messed up, I put just the ? block texture in a 64x64 texture, wrapped that using both Maya and Milkshape using both methods (object as a whole and split into groups).
I tried making the object in Maya first and also used a box (with and without grouping) in Milkshape (not very comfortable with MS yet...)
I've tried every variation of the methods people have suggested but it doesn't seem to make a difference.
That and as the night has gone on I've found it harder and harder to make a workable OVL... 9.1 started acting up and then so did 6.1. I think maybe I've been staring and struggling with this problem for too long.
It's frustrating because I'm NEARLY there :)
Thanks for all the advice and patience guys, I'm just sorry I'm having so many problems !!!
I guess seeing someones ASE with texture that works would maybe help. But then again, all the ASE's I've looked at during tonight have looked the same :)
I'm obviously doing something wrong, and it's probably staring me in the face.
iceatcs
07-06-2005, 09:27 PM
is it normally that close itself automanually?
so i have to very quick fill the importer before it close! :(
jonwil
07-06-2005, 10:00 PM
no idea why it would close automatically...
marnetmar
07-06-2005, 10:20 PM
pucechan - I used just the ? texture from your sheet & got it working, if you want to send me a PM with an e-mail address I can send you the model & other files so you can see what I did & compare with your current ASE files.
http://modstothemax.net/mttmcommunity/files/cube_test_199.jpg
Cube Test
iceatcs
07-06-2005, 11:11 PM
maybe cos of my panda antivirus. Sometime it can close down any small programs as it might be confuse with jonwil's importer that thought it might been hijack on my system...
Is this program working with registry editor for getting info?
If does, then it might be problem with my panda antivirus... But not a big deal as I can manage with that
its down where cna i download please?
jonwil
07-06-2005, 11:23 PM
http://users.tpgi.com.au/adsloptd/rct3imp91.zip
ok i use anim8or, how do i export my 3d thing i made? i want to export it so i can make the scen item with your program
marnetmar
07-07-2005, 12:03 AM
Originally posted by bsod
ok i use anim8or, how do i export my 3d thing i made? i want to export it so i can make the scen item with your program
You'll need to export your model as a 3ds or obj file then convert it to an ASE file with the Biturn file converter. You can find a page with the link to get it in my sig "RCT3 Mod Tools"
RCT4me
07-07-2005, 12:04 AM
How did you make those textures? Load up an snes emulator and take a few screens?
is their a totorial in adding an scenery item,
see im confused with the texttures i want it to be changeble by user coler ont hte top and bottom how do i make it 1 object yet 2 color changes and how do i make an item? i get a multiple meshes? how do i fix?
thank you
marnetmar
07-07-2005, 12:15 AM
Originally posted by RCT4me
How did you make those textures? Load up an snes emulator and take a few screens?
I'm not sure where he got the textures from, but I would think there's tons of them on the net.
Originally posted by bsod
is their a totorial in adding an scenery item,
see im confused with the texttures i want it to be changeble by user coler ont hte top and bottom how do i make it 1 object yet 2 color changes and how do i make an item? i get a multiple meshes? how do i fix?
thank you
You can get Klinn's Tutorial in the link in my sig, it's pretty helpful for getting started with this.
WalkingSnake
07-07-2005, 12:38 AM
Originally posted by RCT4me
How did you make those textures? Load up an snes emulator and take a few screens?
I'm not sure if you're trying to accuse him of something, or asking a simple question. It's hard to determine tone by reading text.
Anyway, just do a google search and you can find hundreds of sites with video game sprites to use.
iceatcs
07-07-2005, 12:49 AM
http://img.photobucket.com/albums/v673/iceatcs/Shot0054.jpg
Getting there! I have separated the frame support and letter and it worked better than together, as it has removed their own light shades. :up:
So one thing I can't get pure white in RCT3 otherwise it will turn up blue in some reason, the 256 colours don’t have nearly white but grey is only I can do that,
But it turn up little too dark, how can I make it brighter? Increase lighter in bmp texture? But I’ve only got 256 colours.:confused:
marnetmar
07-07-2005, 12:59 AM
iceatcs, If you have the letters seperate from the frame, just use a plain white texture for the letters & it should be ok.
iceatcs
07-07-2005, 01:02 AM
yeah i did but it turn up in blue tho.
also the lamps didnt affect on A in nighttime which that's why it is too dark like it's already cover shadow every flat face.
http://img.photobucket.com/albums/v673/iceatcs/day.jpg
http://img.photobucket.com/albums/v673/iceatcs/night.jpg
[EDIT] maybe i will try on milkshape, if it does fix the lamps cast light
marnetmar
07-07-2005, 02:02 AM
You might check your diffuse, ambient & emissive settings, that could be the problem with it being blue.
iceatcs
07-07-2005, 02:22 AM
whaaaooo!
fully working now,
http://img.photobucket.com/albums/v673/iceatcs/Shot0061.jpg
http://img.photobucket.com/albums/v673/iceatcs/Shot0065.jpg
anyway now i know what i am doing when import the object into RCT3.
thanks for tips.
marnetmar
07-07-2005, 02:30 AM
I'm glad to see it's working now :up: :up: Was it the settings?
pucechan
07-07-2005, 02:35 AM
Originally posted by iceatcs
whaaaooo!
fully working now,
anyway now i know what i am doing when import the object into RCT3.
thanks for tips.
Looking great iceatcs !
Can't wait to see your Hollywood sign set now :)
Marnetmar, thanks for the offer, I've PM'ed you.
Sorry about appearing frustrated last night, I should have had a break from it.
Fingers crossed I'll figure it out, perhaps I'm just doing the UV Mapping completely wrong, although it DOES look right ?
marnetmar
07-07-2005, 02:47 AM
pucechan, you've got mail lol
One thing I forgot to mention was when I applied the texture to the model, it was upright in Milkshape. After the texturing & fixing the faces, I then rotated the model to it's current position.
No need to apologize, we've all had our "times" trying to get stuff working in the game & I'm sure we'll all have some more too lol
iceatcs
07-07-2005, 02:52 AM
Originally posted by marnetmar
Was it the settings?
nah, just little yellow on it in paint.. cos it is brighter now. Even before that, i used the same color that shows too dark.
3D studio max didnt help anything with those texture problems.
so i have to use milkshape for that.
pucechan
07-07-2005, 02:57 AM
marnetmar,
Thanks for the files !
The only OBVIOUS difference I can see in your ASE file is that you've stripped the material entry right down, I have left everything in (including the dodgy TGA references put in by Biturn).
Could that make a difference ? (All I do literally is remove the root object)
Evening guys - (morning for some of you)... .
Good work on the model progress everyone. Pucechan, I don't think Marnetmar's stripping anything additional other then that root info. That's basically all I delete as well.
pucechan
07-07-2005, 03:20 AM
Hey Pumper,
Mmmmmm the plot thickens, using Marnetmars ASE and flipped texture doesn't show up right ingame...
http://www.binarysoup.co.uk/cube.jpg
I REALLY have no idea why it's HUGE and messed up !! (that's with Importer 6.1)
I did it twice just to make sure I chose Marnetmars ASE.
Also this is what I mean about the materials part :)
Marnetmars ASE
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "cube"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.3333 0.3333 0.3333
*MATERIAL_DIFFUSE 0.8824 0.8824 0.8824
*MATERIAL_SPECULAR 0.0000 0.0000 0.0000
*MATERIAL_SHINE 0.0000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY -0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
}
}
Pucechan ASE
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "cubetex"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 1.0000 1.0000 1.0000
*MATERIAL_DIFFUSE 1.0000 1.0000 1.0000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 0.0000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY -0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MAP_DIFFUSE {
*MAP_NAME "cubetex"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "mystery.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*BITMAP_FILTER Pyramidal
}
*MAP_OPACITY {
*MAP_NAME "cubetex"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 6
*MAP_AMOUNT 1.0000
*BITMAP "mystery_a.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
I always get the long materials section, whether I use MS or Maya.
Although I think something else is happening here based on the fact that marnetmars ASE isn't working here..... (It's a fresh install too, did it yesterday after importer 9.1 acted up :D)
Damn this is quite the mystery. The ASE differences are probably the result of their origins being different (different modeling programs), but I can't figure out why you're getting those incorrect results even when using the sample marnetmar sent you back (which is a Milkshape converted ASE?). Well, it's 2:27 AM here - gotta work tomorrow- I'll check up on here in the afternoon (from work). I hope you have some luck over the next hours!
pucechan
07-07-2005, 03:35 AM
Originally posted by Pumper
Damn this is quite the mystery. The ASE differences are probably the result of their origins being different (different modeling programs), but I can't figure out why you're getting those incorrect results even when using the sample marnetmar sent you back (which is a Milkshape converted ASE?). Well, it's 2:27 AM here - gotta work tomorrow- I'll check up on here in the afternoon (from work). I hope you have some luck over the next hours!
See you soon Pumper :D
Well I just tried converted the MS3D myself in Biturn and STILL got the long materials section. which is odd....
What version of Biturn are people using ? (I have 0.86a3 here)
It seems odd that irrespective of the program I'm using, Maya or MS, something is getting messed up.... that and the fact someone elses ASE doesn't work for me is REALLY confusing.
I'm gonna try an earlier version of Biturn, in case that makes a difference !
jonwil
07-07-2005, 04:12 AM
People, make sure you are using version 9.1, anything earlier than that has bugs that have been fixed in 9.1
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