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iceatcs
07-07-2005, 04:21 AM
well I am still using v6.1 because every times I put objects in RCT3 by any v7, 8 or 9.1 and I got "No :svd for :sid" error all the time, and I did the same model and method on the v6.1 and it's worked.

pucechan
07-07-2005, 05:26 AM
Originally posted by jonwil
People, make sure you are using version 9.1, anything earlier than that has bugs that have been fixed in 9.1

Hi Jonwil, At the moment I'm using both 6.1 and 9.1, I try 9.1 first and if I have issues I try 6.1. 6.1 seems to be a bit more forgiving for some reason.

Once I understand what is going wrong with my texturing I'll use 9.1 all the time and report any issues. (At the minute any issues I have could just be me being stupid :p)

Okay, I got marnetmar's cube to appear correctly using the stable version of biturn (0.85) rather than the latest one (0.86a3). At least it worked on the first attempt with 0.85... it might not be related :)

But my cube still has the same issues with the texture offset.

http://www.binarysoup.co.uk/cubes.jpg
(this shot was using importer 9.1 but looked identical with 6.1)
At this point I'm thinking it's more likely that I'm just doing the texturing wrong. Although looking at milkshapes help I'm doing it right....

One of the things I though it might be was the fact I was exporting to OBJ format... but I've tried making an object in MS too and that suffers the same thing.

(On a positive note, both the MS and Maya mapped cubes look the same, so when I do sort this out it looks like I'll be able to do my mapping in Maya.)

So ultimately, still confused at this point ! :)

bsod
07-07-2005, 09:30 AM
ok I have a problem, I made the shape which will import, im using anim8or I want to give it some solid color, and allow it to be changed colors by the user in rct3, BUT i dont know how to make the bmp, i created a bmp in photoshop ad exported with 256 x 256, but the importer says needs to be 8bb somthing, and also says to the power of 2??? can someone help me create a basic texture, so that the users can change the color themselfs below isthe object im working with!

thank you


http://x2.putfile.com/7/18707274878.jpg

pucechan
07-07-2005, 03:58 PM
Hi BSOD,

Here is a little step by step tutorial to making a recolourable object.
Keep in mind that this is a simple example and you can get more information from the PDF written by Klinn which is included in the importer version 6.1, 9 and 9.1 zip files.

http://www.binarysoup.co.uk/pics/1-cube.gif
Step 1
Make your object and export it to an ASE file as normal.

http://www.binarysoup.co.uk/pics/2-makenewtexture.gif
Step 2
Make a new image that is 256x256 pixels (or any size that is a power of 2, 32x32, 64x64, 128x128 etc.)

In the screenshots I have used Photoshop but you can make alter image size in MS Paint by going to the Image|Attributes... menu-option.

http://www.binarysoup.co.uk/pics/22-selectpureblue.gif
Step 2a
Select a pure blue colour (No Red or Green, i.e. R:0 G:0 B:255)
(you can select any pure blue tint but this is a simple example, refer to Klinn's PDF in the importer zip for more info on this.)
If using MS Paint, double click on a palette entry and set the colour using the picker.

http://www.binarysoup.co.uk/pics/23-fillandconvert.gif
Step 2b
Fill your image this colour and if necessary (i.e. in Photoshop) convert to 8-bit (256 colours) indexed mode.

Edit: Make sure to select the "RCT3-RecolorableOVLColorTable.act" palette entry in the dropdown box (select Custom...) to ensure you object will look how you expect ingame. (Thanks for the explanation Klinn)

If using MS Paint don't panic, you set the colour depth during save, speaking of which....

http://www.binarysoup.co.uk/pics/24-saveas8bit.gif
Step 2c
Save your image as a standard Windows Bitmap, in Photoshop it gives you chance to double check your options (make sure 8-bit is selected).

In MS Paint make sure "Save as 256 color bitmap" is selected in the Type dropdown box.

http://www.binarysoup.co.uk/pics/3-setascolourable.gif
Step 3
Import your object as normal but at the Create Scenery OVL stage, make sure that "Object Colors a Player Can Change" is set to "One color set".

http://www.binarysoup.co.uk/pics/3-ingame.jpg
Step 4
See your masterwork ingame !

Hope that helps BSOD, I recommend reading the PDF that Klinn has written, it describes much better than I can how to create textured colourable scenery.

If you don't have the PDF with your importer you can download version 9.1 from this thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=480353) about half way down the page.

iceatcs
07-07-2005, 05:29 PM
Hiya I have done lotta today for Hollywood sign and soon it will be release to the public.
http://img.photobucket.com/albums/v673/iceatcs/HollywoodSignNT.jpg

Click here to the hollywood sign's Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=480675)

marnetmar
07-07-2005, 05:40 PM
Originally posted by pucechan
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)


I'm using version 6.1 of Jonwil's importer still, since I have several projects started with it & didn't want to change in midstream.

I'm using version 0.85 of Biturn & haven't had any trouble with it.

pucechan, here's what shows up in the ASE files that I delete when using MS.

http://modstothemax.net/mttmcommunity/files/delete_this_part_725.jpg
section to delete

pucechan
07-07-2005, 06:26 PM
Hey Marnetmar,

Thanks for that, I assumed you'd chopped out the texture info as it's not needed.

I still haven't had any luck, I'm guessing it's me not mapping right.
I'm trying your single double size texture method (where you paste the regular version in top-right and the flipped version bottom-right) and seeing how that goes. I'm also reading up heavily on Maya's UV Editor incase it's something STUPID that I'm missing. (Milkshapes is quite easy to grasp but it still looks wrong.... I mean how can you texture a cube wrong when there is a single texture on all sides.... I'm obviously doing it :D)

I was glad I could get yours into the game after switching to Biturn 0.85, at least it cemented in my mind that there is nothing wrong with my game.... it's definitely ME doing something wrong, finding out what that THING is is proving hard though :(

marnetmar
07-07-2005, 06:32 PM
If you use MS, just make sure to break up the model like the one I sent you & then make sure to map each "side" in the right direction & it should be ok, although I can't guarantee it lol

pucechan
07-07-2005, 06:51 PM
Originally posted by marnetmar
If you use MS, just make sure to break up the model like the one I sent you & then make sure to map each "side" in the right direction & it should be ok, although I can't guarantee it lol

That's what is confusing me though, even when I do that by selecting faces and grouping them into seperate parts and mapping them, they still appear off by about 50% horizontally ingame.

and mapping in MS seems so simple.... that's what is driving me a bit mad :)

I should have had a result that's nearly right by now.... I've made more cubes in the last few days than I ever want to see again once this is sorted out :)

marnetmar
07-07-2005, 07:14 PM
Originally posted by pucechan
That's what is confusing me though, even when I do that by selecting faces and grouping them into seperate parts and mapping them, they still appear off by about 50% horizontally ingame.

I think that's the problem, at least in MS, you don't need to regroup them at any time, just duplicate the faces & make sure the textures are applied correctly & then save & make the ASE file with Biturn & go from there ;)

pucechan
07-07-2005, 07:20 PM
Hmmmm, I'm not sure if I've tried that. I'll have a go at that next, just to make sure :)

Thanks for trying to come up with more ideas.... I'm struggling to be honest :)

pucechan
07-07-2005, 08:33 PM
WOOHOO, we have progress !!!! and boy is it wierd !!!

http://www.binarysoup.co.uk/success.jpg
YAY, finally got something textured ingame !!!!

I got that to work by exported to a format called FBX and then using a converter (from the Maya site) to convert that to 3DS format, then used Biturn to convert the 3DS to ASE. (FBX seems to be a sort of industry cross-platform model format from what I can tell)

This suggests that Biturns OBJ conversion isn't great.... as for why I can't get MS stuff to work... I have no idea, most likely I'm just crap with MS. :D

So, this means I can use Maya's Texture Mapping tools.

The one problem I do notice though is that the items are REALLY bright, even at night, lights seem to work (at least the shadow effect disappears when a light is near so I'm assuming it's affecting the model) but I can't tell because the object is so bright !

(The fact the object is not the right way up is the Z-axis thing, I can set Maya to Z-up rather than Y-up.)

Any ideas about the brightness issue ?

You have no idea how relieved I was when I hovered over the preview and it looked okay. I even shouted "YES!" :p

JCat
07-07-2005, 08:43 PM
Congrats! Um, that brightness issue - I too had that problem when we were first experimenting with the different formats to bring in to biturn (this is when I almost gave up on Mikshape until we figured out the texture situation). I forgot which format it was, but I never got beyond that brightness problem as I just went straight milkshape from creation to finish. It's funny how some formats cause too dark a texture and they don't react to lights, while others require sunglasses. Hm...which I could help?

pucechan
07-07-2005, 08:58 PM
Originally posted by Pumper
Congrats! Um, that brightness issue - I too had that problem when we were first experimenting with the different formats to bring in to biturn (this is when I almost gave up on Mikshape until we figured out the texture situation). I forgot which format it was, but I never got beyond that brightness problem as I just went straight milkshape from creation to finish. It's funny how some formats cause too dark a texture and they don't react to lights, while others require sunglasses. Hm...which I could help?

No problem, at least I'm a step closer, it might simply be the material settings in Maya. I'll start having a fiddle with texture settings :) I'm just SO pleased that a textured object is finally in there.

Thanks for putting up with me while getting this far. I'm sure you hate me by now :p

Seriously though, all your suggestions have been helpful, and at least I now understand MS and Maya's Texture Mapping tools more than I did.

iceatcs
07-07-2005, 09:06 PM
Great for you, just like me age ago that I finally got it.
If you still stuck with shadow and lighting problem. I think you better learn milkshape soon, I have tried millions time to fix the lighting cast and shadow shade on the custom object.
3D studio max is far too hard to work out for me, now I thought I might be better to follow what other people done successfully with some objects.

Before
http://img.photobucket.com/albums/v673/iceatcs/Shot0053.jpg
From 3D studio max with texture mapping, export to ASE
ASE to OVL. (jonwil's importer)

After
http://img.photobucket.com/albums/v673/iceatcs/Shot0061.jpg
From 3D studio max, export 3DS
import 3DS in milkshape, adjust position and texture. save MS3D
Biturn convert MS3D to ASE and delete bit in notepad.
ASE to OVL.

Sound like it is all about depend what 3D editor really.

pucechan
07-07-2005, 09:12 PM
Yeah but the problem is, I can't get textures aligned properly in Milkshape, most likely because I'm useless with Milkshape but it DID look right in MS, just wrong in game, using flipped textures and all other little tricks.....

I'll see how things go with exporting to 3DS, if I can't eliminate the lighting issue I'll have to keep persevering with Milkshape :)

I've tried so many combinations of things this last 3 days it's quite frightening :D

I'm just happy I've made SOME progress :)

JCat
07-07-2005, 09:13 PM
Originally posted by pucechan
No problem, at least I'm a step closer, it might simply be the material settings in Maya. I'll start having a fiddle with texture settings :) I'm just SO pleased that a textured object is finally in there.

Thanks for putting up with me while getting this far. I'm sure you hate me by now :p

Seriously though, all your suggestions have been helpful, and at least I now understand MS and Maya's Texture Mapping tools more than I did.

We've been down this road all too many times (how do you think this thread got to be obese?) :haha:

I desperately wanted to use MAX for my creations, since it's so powerful and has many features I can use, but for now, I just use it sometimes to create more complex meshes, then off to Milkshape land for the rest. I've never had any mapping success with MAX, so I walked away from using it for a complete process for now..

It's nice when people (like you) show their appreciation with a simple "thank you" - I think that's the key to getting help around here. :up:

iceatcs
07-07-2005, 09:17 PM
I know wot you feeling, just like today my very first public custom - Hollywood sign

When I checked on RCT3 after new method way and it fixed the lighting issue, I jump around and screaming as joy.

Jonwil
are you planning to allow to import multi-objects or multi-'texture files' for future?

iceatcs
07-07-2005, 09:25 PM
sorry double post

pucechan
07-07-2005, 09:28 PM
Originally posted by Pumper
I desperately wanted to use MAX for my creations, since it's so powerful and has many features I can use, but for now, I just use it sometimes to create more complex meshes, then off to Milkshape land for the rest. I've never had any mapping success with MAX, so I walked away from using it for a complete process for now..

It's nice when people (like you) show their appreciation with a simple "thank you" - I think that's the key to getting help around here. :up:

Well, it's the least I can do really considering that you, marnetmar and others have all put time and effort into helping me figure out what was going wrong. I felt like such an idiot when nothing was working, and I'm still sure it's mostly me doing something stupid. The time you spent writing replies and testing things to help me could have been spent elsewhere and I'm grateful that you helped.

Just as I hope posts I make help people too, like the post for BSOD earlier.

As for using Milkshape, it's a simple, uncluttered, easy-to-use app but the ONE thing that has been driving me mad is I can't seem to select individual faces in the 3D preview, I can select faces by clicking a vertex but that selects all connected faces, picking just ONE seems impossible... and the help isn't really that helpful :)

JCat
07-07-2005, 09:40 PM
Yep, in the 3D window (which I usually have my textured version) you cannot directly select anything - it's just a preview window. In 3D Max, you can select anything in that type of window (which I'm sure Maya does as well). In MS, I just zoom in on the various windows with different set views, and usually I can select the faces I want -- it's of course, tricky with complex objects.

When you highlight faces or vertex points, you can also mouse-menu choose "Frame Selection" and that will zoom up insanely close to the highlighted items.

Also, a good trick to home in on faces that are hard to reach is to select parts of the model that may be obsrtructing your access and choose HIDE - (edit menu or Ctrl-H) and it will temporarily get them out of the way.

marnetmar
07-07-2005, 09:48 PM
Originally posted by pucechan
As for using Milkshape, it's a simple, uncluttered, easy-to-use app but the ONE thing that has been driving me mad is I can't seem to select individual faces in the 3D preview, I can select faces by clicking a vertex but that selects all connected faces, picking just ONE seems impossible... and the help isn't really that helpful :)

What you need to do to select the faces or "sides" in your cube for example is the following:

In the "Tools" section, click on "Select", then in the "Select Options" section below click on the "Face" box & it will take the blue outline out of it & the others will still have the blue.
Then under that click on the "Ignore Backfaces" option, this will allow you to select, for example the top "face" but won't highlight the bottom, or one side but not the other. I hope this helps you out.

pucechan
07-07-2005, 09:50 PM
I guess selection in the 2D windows becomes second nature after awhile. It's hard to get out of the habit of clicking in a 3D pane though :)

Well fingers crossed I'll figure out how to fix the lighting issues...
If not then I'll have to wrestle with Milkshape some more :)

iceatcs
07-07-2005, 10:34 PM
same, i just start on MS last night, and it is hard to use while i am 3D studio max.

after few hours you will start to know how to use little. Like how to select proper

stuk71
07-08-2005, 05:03 AM
Just a quickie...Is it possible to export the current scenery items, like walls etc, and use the textures from them...?

would be great to make extra parts to the the building blocks we have.

S

Klinn
07-08-2005, 01:59 PM
You can extract the game's textures using JonWil's handy-dandy Texture Dump program, available at the ModsToTheMax site (http://modstothemax.net/pages/rct3_tools.php) . You will see many of them are unusually coloured with bright blue, magenta, and yellow sections. These are the areas of the texture that can be re-coloured by the player in-game.

iceatcs
07-08-2005, 02:06 PM
why i have a problem with recolourable,
i have set the texture in blue (0,0,255) then click
'RCT3-RecolorableOVLColorTable.act'
and save 8bit BMP.
importer with one color set, but no luck...

Maybe i dunno how to use ACT file. Or texture error?

pucechan
07-08-2005, 02:52 PM
What program are you using to save the texture iceatcs ?

If you are using a simple texture (for example a solid pure blue fill) then you don't need to bother with the ACT Palette file. I didn't in my example for BSOD further up.

Otherwise, when you convert to 8-bit (Indexed) in Photoshop, the top drop down box is for the palette (says things like "Exact", "Perceptual" etc.) select Custom and then choose the ACT file.

Other than that I don't really know what to suggest. I hope that helps.

iceatcs
07-08-2005, 02:57 PM
photoshop,
just find out how to use ACT, but realise not a important yet for me at the moment.
i have save texture in pure blue (0,0,255) then importer OVL again to set one recolorable.
But in the game, it is no luck to change the colour yet which stay same blue all the time.

pucechan
07-08-2005, 03:05 PM
Originally posted by iceatcs
photoshop,
just find out how to use ACT, but realise not a important yet for me at the moment.
i have save texture in pure blue (0,0,255) then importer OVL again to set one recolorable.
But in the game, it is no luck to change the colour yet which stay same blue all the time.

Very odd Iceatcs, I've never had a problem with simple coloured objects yet (I haven't tried a textured coloured one yet). As long as you are remaking the OVL and specifying that it's recolourable I can't see why it's not working ?

Have you tried using 9.1 or is this with 6.1 still ? I've been successful with both though so still not sure what could be going wrong.

JCat
07-08-2005, 03:07 PM
You selected the ACT file when saving to 8 bit? There's that Palette Menu in Adobe that comes up when you're about to save to 8 bit/256.

iceatcs
07-08-2005, 03:38 PM
can you be more specific about how to use ACT cos i am very weak at photoshop, esp i have try millions time to work out how to save 8bits, cos i only can save 16bits minimum. :(

JCat
07-08-2005, 03:49 PM
Start in 16 bit more (RGB Color) - (or switch to it if you are in index color). Then, select Index color under IMAGE/MODE in the menu. A window comes up with Index color choices.

The top choice says "Palette". Drop that menu down and choose "Custom". Now, another window comes up showing a palette of color - look to the right of that window and choose LOAD. Now choose the ACT file Klinn provided. That's all I needed to do.

Klinn
07-08-2005, 04:34 PM
Spot on, Pumper, that will do it.

Pucechan, not using the custom palette to convert the 'texture' bitmap, even if it's a solid colour, may give you odd results in-game. The key to the whole process is having the colour applied to the object coming from a specific index # within the custom palette. You can open up the palette in PhotoShop to see how the colours are arranged. You'll see there are three runs of colours, one for each of the re-colourable sets. If you want your custom object to come out in the standard shade of the colour the player picks in-game, you'll want to use a colour in the middle of the run, e.g. a middle-blue shade. If you wanted it to appear lighter than normal, you would use a lighter blue, that is, a lower index #.

Now, if you just use your own solid-colour texture indexed bitmap and filled it with medium blue, where in that image's colour table does that shade appear? What is its index #? It could be anywhere depending on how that colour table was created. If it turned out that the blue's index was lower down than a similar colour in my custom table, you'll find the colouring in-game will come out lighter than expected.

Heh, I don't know if that made any sense or not. ;)

Ultimately it's the colour index that is applied to the object which is important, not the colour itself. I just created the custom tables to make it easier to convert RGB images so the colours are mapped to the correct indicies. >whew<

pucechan
07-08-2005, 04:49 PM
Ahhh I see Klinn, I'll remember that in future. I guess I've just been fortunate with my textures when testing. I can see why not using the palette can cause problems.

I'm still having texture mapping problems by the way :(, the object that worked for me must have been a fluke. But at least I've seen ONE work so I'll persevere... it's BOUND to be something obvious.

I'm still making all my objects, I'll worry about getting them into the game later.

Klinn
07-08-2005, 05:45 PM
I wish I could help you with the texture mapping problems, but I haven't even tried that part of it yet, just solid-colour objects. Marnetmar and Pumper are the resident experts. ;) You might also want to read back through this thread for some of Guy_Brush's posts, he was using 3DS Max and was successful in UV mapping, maybe there is something in his process which will apply to Maya as well.

pucechan
07-08-2005, 05:53 PM
Hehe, yeah Marnetmar and Pumper have been great for putting up with me :p

I'll go back and read Guybrush's posts, I forgot he uses 3DSMax, it might help.

Thanks for that.

iceatcs
07-08-2005, 08:53 PM
finally my very first recolourable. :D
Thanks for help
http://img.photobucket.com/albums/v673/iceatcs/Shot0071.jpg

Miss O
07-08-2005, 09:10 PM
This may be completely obvious, but I had problems getting my textures to work, and narrowed it down to two likely suspects (all props to Marnet, who helped me immensely!):

1. I think my name for things, which utilized a _ between the parts, might have messed with something in-game. This is something I've not proven, but when I used a naming convention similar to one Marnet provided, it worked, so check that.

2. Always delete the contents of the custom directory before saving your new versions. Many of my pieces worked perfectly when I copied the actual ovl files from the "made" space to the theme directory. All along I'd been struggling with the textures, and all along they had been right (and I don't use any texture turning techniques whatsoever).

Hope one or both of these produce the results you're looking for.

Now my question: I'm getting the "No :" blah blah error. I think it has to do with changing the icon list to a png file with the 9.1 version. Did everyone have to remake everything in order to work with the png file? Please advise if you've gotten things to work. I tried just re-saving and re-referencing, but it didn't work and crashed the game.

Many thanks.

JCat
07-08-2005, 09:31 PM
I'm still using 6.1 until I complete my current project - (too lazy to do the png yet but perhaps when it's time to finalize the icons I will).

Interesting thing about the No sid (or svd?) error (or whatever it's called). I found that sometimes, when you reinstall a theme, it once in a while, will actually miss one of the ovl objects. For instance, I went and installed some new objects earlier today, and I got the that error. I caught the little window with the error, and it wasn't one of the new objects I made, but an older object that worked for every installation. Upon looking at the directory in my theme, I saw it wasn't installed this time. I deleted the entire theme, installed it, and then it appeared. Sometimes it just drops an object at random - rare, but it's happened about 3 times in the past week or so. This could also be resident on the earlier versions of the importer, because as I mentioned, I haven't installed anything yet with the latest.

Another problem has to do with freeze ups -- I almost always have to save the theme, and shut the importer down between each install. If it remains on the screen, and I add more objects to it upon completion of a model, it will simply lock up when I choose that model in the program.

And yep, deleting the theme between each new install is a good rule of thumb!

marnetmar
07-08-2005, 10:03 PM
iceatcs - Those look really cool :up: :up:

Klinn & Pumper - Thanks for the expanded explanation on the act files, I know it helped me & will help others as well :up: :up:

Klinn
07-08-2005, 11:17 PM
I'll cast another vote in favour of deleting the installed theme folder before making changes and re-installing it. It helps me confirm that the Importer has actually created all the files it should, occasionally I've had it miss files too.

Tonight was the first time I've used version 9.1 of the Importer and I'm getting those "No :SID fo :SVD" error messages too. I tried rebuilding the theme a few times, no luck. Reverted to version 6.1 and it worked first time. JonWil, I saved the sets of files created by each version, let me know if you want me to zip 'em up and send them to you so you can see what the difference is. I'm assuming that the paths saved in the OVLs may be the problem, or ????

Is anyone using version 9.1 successfully?

Iceatcs - open wide and say "aaaaaaa" :D just kidding, your letter and frame set looks great!

WalkingSnake
07-08-2005, 11:24 PM
Originally posted by Klinn
I'll cast another vote in favour of deleting the installed theme folder before making changes and re-installing it. It helps me confirm that the Importer has actually created all the files it should, occasionally I've had it miss files too.

Tonight was the first time I've used version 9.1 of the Importer and I'm getting those "No :SID fo :SVD" error messages too. I tried rebuilding the theme a few times, no luck. Reverted to version 6.1 and it worked first time. JonWil, I saved the sets of files created by each version, let me know if you want me to zip 'em up and send them to you so you can see what the difference is. I'm assuming that the paths saved in the OVLs may be the problem, or ????

Is anyone using version 9.1 successfully?

Iceatcs - open wide and say "aaaaaaa" :D just kidding, your letter and frame set looks great!

I don't get any errors with my objects in RCT3 when using 9.1, but it does install the theme into the wrong folder (C:/Styles/Themed), so it has to be moved every time..

JCat
07-08-2005, 11:27 PM
Klinn- I've only tried the previous version (8.something) which gave me those errors. I downloaded 9.1 but haven't used it yet, but since everything is installing well with 6.1, I'll be using that until I complete my current pack. There's a sick amount of objects installing with this set, so I just want to stay with the old version until it's complete, then I'll begin experimenting with the latest.

jonwil
07-09-2005, 12:09 AM
I strongly recommend everyone use 9.1
Not just because of PNG for icons.
But also because the icon textures are now compressed which makes them significantly less resource-hungry (meaning your pack will take up less RAM and graphics card resources)

iceatcs
07-09-2005, 12:31 AM
Well I have tried 9.1 most of time but I have never successful yet as every time I got "No:sid for :svd" error messages, even I was trying to tweak it with many different bits of PNG format.

jonwil
07-09-2005, 01:17 AM
I dont get that error, make sure it really is 9.1 and not earlier version.
And post ovl files/whatever that give that error for you when you use them on 9.1

iceatcs
07-09-2005, 01:34 AM
Pretty Sure it is 9.1

I will sent to you very soon but I just found out there is might be a bug when I’m trying to convert A letter ASE to OVL, when I want to save OVL to direct folder but it didn't. It just went to the desktop with wrong name as I asked to save A.common.ovl but shows 9.common.ovl.

It could be something going on with my folder called 9.1 (Packup for post to you) that I want to save on it.

But I have renamed it and putting in the right folder anyway.

[EDIT]
Jonwil - here is go! this object is fully work on 6.1 but not for 9.1 yet
OVLerrorproblemv9.1.zip (http://www.iceatcs.co.uk/RCT3/OVLerrorproblemv9.1.zip)

WalkingSnake
07-09-2005, 02:24 AM
Figured this'd be a good time to share what I'm working on. My peeps seem to love it.

http://asciicomic.com/starbux.jpg

iceatcs
07-09-2005, 02:29 AM
oh my god,
I made almost the same logo last night too for my park - Tower Park.
I have made some more logos like mcdonalds, rainforest cafe etc...

WalkingSnake
07-09-2005, 02:39 AM
Originally posted by iceatcs
oh my god,
I made almost the same logo last night too for my park - Tower Park.
I have made some more logos like mcdonalds, rainforest cafe etc...

LOL, I was sure I wasn't the only one with the idea. :p

I also plan on making more, though. Starbucks tables, awnings, etc. :)

jonwil
07-09-2005, 02:48 AM
Once I get animation working, someone should make a KFC rotating bucket logo :)

JCat
07-09-2005, 02:53 AM
:haha: :up: Now that's cool & clever - great stuff, WS!

marnetmar
07-09-2005, 02:56 AM
Looks Great WS :up: :up:

KiDFoX
07-09-2005, 04:18 AM
See that settles the issue of people sayign the comercialization with Hershey was killing the game.

ytivarg
07-09-2005, 04:55 AM
Nah, it's not killing the game....

Killing the Intamin Rocket coaster?... yes...
but the game? no...

pucechan
07-09-2005, 09:04 AM
Originally posted by Miss O
This may be completely obvious, but I had problems getting my textures to work, and narrowed it down to two likely suspects (all props to Marnet, who helped me immensely!):

1. I think my name for things, which utilized a _ between the parts, might have messed with something in-game. This is something I've not proven, but when I used a naming convention similar to one Marnet provided, it worked, so check that.

2. Always delete the contents of the custom directory before saving your new versions. Many of my pieces worked perfectly when I copied the actual ovl files from the "made" space to the theme directory. All along I'd been struggling with the textures, and all along they had been right (and I don't use any texture turning techniques whatsoever).

Hope one or both of these produce the results you're looking for.

Hi Miss O,

Thanks for the tips.

My naming convention is to use camel casing like myCubeObject (first one lowercase then capitalise the others). I don't know if anyone has encountered problems with that...

I find that the textures are out by about 50% horizontally, I still haven't figured out why, I've tried lots of things, having the cube as seperate faces, having them grouped, moving the UV's on the texture 50% over to try to trick the game, having seperate UV Faces, welding the UV together... but still no joy.

I felt like I was having more progress when I started converting to 3DS instead of OBJ but I seem to still be having the alignment issues.

Marnetmar, Pumper and Klinn have all been great for putting up with my problems and they've offered invaluable information.

I'm not entirely sure what is going wrong but I'm going to persevere. (It's especially frustrating because one object was textured right, but repeating the same techique failed next time)

I always delete the custom theme before re-installing (as I have the problem in 9.1 where it doesn't always recognise the RCT3 folder, so I do that to make sure I know where it is :))

Now my question: I'm getting the "No :" blah blah error. I think it has to do with changing the icon list to a png file with the 9.1 version. Did everyone have to remake everything in order to work with the png file? Please advise if you've gotten things to work. I tried just re-saving and re-referencing, but it didn't work and crashed the game.

Many thanks.

Hmmm, I haven't had any problems with 9.1 except for it sometimes failing to install completely (clicking the Install Theme button achieves nothing sometimes) and it's knack of only finding the RCT3 folder occasionally. But then I haven't really been making anything substantial yet, I'm waiting til I understand my texturing issues :)

bsod
07-09-2005, 09:43 AM
Originally posted by pucechan
Hi BSOD,

Here is a little step by step tutorial to making a recolourable object.
Keep in mind that this is a simple example and you can get more information from the PDF written by Klinn which is included in the importer version 6.1, 9 and 9.1 zip files.

http://www.binarysoup.co.uk/pics/1-cube.gif
Step 1
Make your object and export it to an ASE file as normal.

http://www.binarysoup.co.uk/pics/2-makenewtexture.gif
Step 2
Make a new image that is 256x256 pixels (or any size that is a power of 2, 32x32, 64x64, 128x128 etc.)

In the screenshots I have used Photoshop but you can make alter image size in MS Paint by going to the Image|Attributes... menu-option.

http://www.binarysoup.co.uk/pics/22-selectpureblue.gif
Step 2a
Select a pure blue colour (No Red or Green, i.e. R:0 G:0 B:255)
(you can select any pure blue tint but this is a simple example, refer to Klinn's PDF in the importer zip for more info on this.)
If using MS Paint, double click on a palette entry and set the colour using the picker.

http://www.binarysoup.co.uk/pics/23-fillandconvert.gif
Step 2b
Fill your image this colour and if necessary (i.e. in Photoshop) convert to 8-bit (256 colours) indexed mode.

If using MS Paint don't panic, you set the colour depth during save, speaking of which....

http://www.binarysoup.co.uk/pics/24-saveas8bit.gif
Step 2c
Save your image as a standard Windows Bitmap, in Photoshop it gives you chance to double check your options (make sure 8-bit is selected).

In MS Paint make sure "Save as 256 color bitmap" is selected in the Type dropdown box.

http://www.binarysoup.co.uk/pics/3-setascolourable.gif
Step 3
Import your object as normal but at the Create Scenery OVL stage, make sure that "Object Colors a Player Can Change" is set to "One color set".

http://www.binarysoup.co.uk/pics/3-ingame.jpg
Step 4
See your masterwork ingame !

Hope that helps BSOD, I recommend reading the PDF that Klinn has written, it describes much better than I can how to create textured colourable scenery.

If you don't have the PDF with your importer you can download version 9.1 from this thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=480353) about half way down the page.

Wow pure chan, that what i needed the pictures!! THANL YOU SO MUCH THANK U TO KLINN TO!!!! :)))

pucechan
07-09-2005, 10:00 AM
I'm glad it helped BSOD, one thing though, as Klinn has since mentioned, it's always wise to save it using the RCT3-RecolorableOVLColorTable.act palette file included with the importer.

When you convert to 8-bit (Indexed) in Photoshop, just select Custom and fine the RCT3-RecolorableOVLColorTable.act file.

This will guarantee your object will colour correctly :).

I've updated my original post to reflect that.

bsod
07-09-2005, 11:59 AM
Originally posted by pucechan
I'm glad it helped BSOD, one thing though, as Klinn has since mentioned, it's always wise to save it using the RCT3-RecolorableOVLColorTable.act palette file included with the importer.

When you convert to 8-bit (Indexed) in Photoshop, just select Custom and fine the RCT3-RecolorableOVLColorTable.act file.

This will guarantee your object will colour correctly :).

I've updated my original post to reflect that.

um everything works well when i go to rct and go to the menu as soon as i expand my theme, it freezes, my only item is a square and the ase file is clean what do i do?

marnetmar
07-09-2005, 01:41 PM
Originally posted by bsod
um everything works well when i go to rct and go to the menu as soon as i expand my theme, it freezes, my only item is a square and the ase file is clean what do i do?

Are you getting the "No:sid for:svd" error when this happens? If so, you should try remaking the ovl files & see if that fixes it.

iceatcs
07-09-2005, 01:53 PM
Let you know, I have released my objects - Hollywood Sign

Iceatcs' Hollywood Sign Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=480675)

pucechan
07-09-2005, 10:26 PM
Iceatcs, your Hollywood letters are cool :)


Okay, I've managed to texture objects consistently but I have to mess around an awful lot :(

http://www.binarysoup.co.uk/pics/mario.jpg
Yay, my army of Marios is alive!

Basically I have to flip the texture, go ingame, see how much it is off by, then use the photoshop offset filter to nudge it over (just guessing at values), go back ingame, check, rinse and repeat until the texture aligns. Which while it's a pain, hopefully it will stay consistent, then I can just nudge by the same values each time.

So... I can at least MAKE OBJECTS NOW :D

Hopefully I'll come across a cleaner solution than that, but it works for the moment.

JCat
07-09-2005, 11:03 PM
Yeah!! Nice Pucechan!

2005
07-09-2005, 11:28 PM
can anyone give me a summary of what i´ve missed so far.........not at home in london right now (ive just heard about what happened, both the olympics and the other stuff) i´m working abroad for 2 months in spain, so haven´t really follwed this stuff. Anything new over the last 4 weeks.......got internet access but lack of time because of my job...........

pucechan
07-10-2005, 12:08 AM
Originally posted by Pumper
Yeah!! Nice Pucechan!

Thanks mate, I'll be working on my Mario 3 set tomorrow, I'll most likely stick some WIP pics on the exchange with some renders of all the pieces.

I'm glad I've found a solution, it's a bit of a pain, but at least it works. Interestingly this is using OBJ as the intermediary file, it seems to keep the material settings okay as it reacts to light etc. So I have the same steps as an MS user (except for the messing around with the texture :p)

Hopefully I'll find out what exactly is causing the UV's to shift eventually.

Now I just have to figure out where to place objects in 3D space for it to work right as a wall etc... :)

marnetmar
07-10-2005, 12:14 AM
Originally posted by pucechan
Now I just have to figure out where to place objects in 3D space for it to work right as a wall etc... :)


Those look very cool pucechan :up: :up: I'll send you one of the wall models in MS so you can see where it lines up, that should help a little.

dantelabon
07-10-2005, 02:02 AM
Can anybody tell me how to texture an object with transparancy (alpha channel) if it can be done?

JCat
07-10-2005, 02:09 AM
dantelabon - the importer currently does not support transparencies -- but as Jonwil mentioned, it's in the forecast. :up:

dantelabon
07-10-2005, 03:11 AM
COOL... Go Jonwil :)

dantelabon
07-10-2005, 04:17 AM
http://i20.photobucket.com/albums/b229/super_cal_el/pic1.jpg







This model I just made looks REALLY good with the transparency on. It's low polygon, and it goes great with Paramount Parks :)

WalkingSnake
07-10-2005, 04:35 AM
Originally posted by dantelabon
This model I just made looks REALLY good with the transparency on. It's low polygon, and it goes great with Paramount Parks :)

Great job! I suggest waiting until we get transparent textures before releasing, though.

JCat
07-10-2005, 04:37 AM
Wonderful work- and immediately recognizable! I too can't wait for the alpha channel support- more then any new feature!

pucechan
07-10-2005, 09:07 AM
Originally posted by marnetmar
Those look very cool pucechan :up: :up: I'll send you one of the wall models in MS so you can see where it lines up, that should help a little.

Thanks for the file Marnetmar! I shall take a look at it now!

I'm guessing that all objects line up to the base 4x4 tile size... ie. to make a quarter tile object, make it 2x2 and move it to a corner ? or would you just center it at the origin ?

Edit: Thanks for the file Marnetmar, it cleared that up :) presumably all scenery types are based around the origin.

Dantelabon: VERY cool model, I can't wait too see what it looks like with transparency :)

marnetmar
07-10-2005, 03:49 PM
Originally posted by pucechan
Thanks for the file Marnetmar! I shall take a look at it now!

I'm guessing that all objects line up to the base 4x4 tile size... ie. to make a quarter tile object, make it 2x2 and move it to a corner ? or would you just center it at the origin ?

Edit: Thanks for the file Marnetmar, it cleared that up :) presumably all scenery types are based around the origin.


Sorry I didn't get back here sooner pucechan, I'm glad to hear you got it figured out :up:

pucechan
07-10-2005, 04:28 PM
Originally posted by marnetmar
Sorry I didn't get back here sooner pucechan, I'm glad to hear you got it figured out :up:

hehe, no worries mate :) I'm not 100% sure how each piece needs to be positioned, but I think I've figured enough out for my Mario 3 Set thanks to the wall you sent me....

I'll be posting a WIP Render of it in the Exchange later tonight (hopefully, self-imposed deadlines never work lol). I still have a fair few pieces to make, but luckily most Mario scenery is blocks :D

bsod
07-11-2005, 06:35 PM
Originally posted by marnetmar
Are you getting the "No:sid for:svd" error when this happens? If so, you should try remaking the ovl files & see if that fixes it.

yes i get that error, ive tryed remaking the shape remaking ase, using obj and remade all ovl same problems! :( OR I think i may know i made the icons for each item, but when i see hte thmee without opening it it dosnt have a icon eveno though i set it to a blue icon? maybe its not including these icons and making the game freez? please tell :(

marnetmar
07-11-2005, 06:44 PM
Originally posted by bsod
yes i get that error, ive tryed remaking the shape remaking ase, using obj and remade all ovl same problems! :( OR I think i may know i made the icons for each item, but when i see hte thmee without opening it it dosnt have a icon eveno though i set it to a blue icon? maybe its not including these icons and making the game freez? please tell :(

One thing you might try, if you haven't already done it. Go into the Style/Themed folder & delete your theme before reinstalling the new one. I had some problems with a couple of props in the past & I think not all the files were getting overwritten on the new installation.

bsod
07-11-2005, 07:10 PM
Originally posted by marnetmar
One thing you might try, if you haven't already done it. Go into the Style/Themed folder & delete your theme before reinstalling the new one. I had some problems with a couple of props in the past & I think not all the files were getting overwritten on the new installation.


no, IF I OPEN the thing that says My-Theme puse the plus button it opens all is fine but as soon as i move my mouse to one of the items it makes a noise and freezes if i go our and click ok on the box that says:

no :svd for :sid it will resume play ??


whats wrong how do i fix!! :(

marnetmar
07-11-2005, 07:28 PM
Originally posted by bsod
no, IF I OPEN the thing that says My-Theme puse the plus button it opens all is fine but as soon as i move my mouse to one of the items it makes a noise and freezes if i go our and click ok on the box that says:

no :svd for :sid it will resume play ??


whats wrong how do i fix!! :(

I meant try going into the game files & delete your theme & then re-install it & see if that works.

bsod
07-11-2005, 07:43 PM
Originally posted by marnetmar
I meant try going into the game files & delete your theme & then re-install it & see if that works.

yes i deleted them and remade them all i still get that error, and the icons wont show i think its an icon error :|

WalkingSnake
07-11-2005, 08:10 PM
Originally posted by bsod
yes i deleted them and remade them all i still get that error, and the icons wont show i think its an icon error :|

The icons are completely unrealted, you're probably just not setting the coordinates right for that. It seems as if a LOT of people are having this problem.

pucechan
07-11-2005, 08:22 PM
Originally posted by WalkingSnake
The icons are completely unrealted, you're probably just not setting the coordinates right for that. It seems as if a LOT of people are having this problem.

I'm not so sure that it's COMPLETELY unrelated. I think a lot of people may well have trouble setting the icon coordinates though.

I've noticed a few times when version 9.1 has compiled the OVL that the icons are white rather than what I've set them to. It usually crashes withe the No :svd error.

When that happens I usually just load the png into Photoshop and resave it and it usually fixes that for me. I can usually tell whether the OVL is messed up based on my icons... if I get what I'm expecting they usually show up ingame fine, if they show as white I'll generally get the No :svd for :sid error.

But like I say, it might well be completely unrelated.... and my "fixes" are more luck that judgment which REALLY would not surprise me :D

jh_dempsey
07-11-2005, 08:34 PM
Hmm, i know the feeling. Its the exact same problem im getting, and ive tried everything people have suggested (although will try resaving the png file as suggested above later on)
Its really annoying me because once i can overcome this, i can actually start making some objects for my Revenge of the Mummy coaster, and eventually things to release to you guys on the forum.

bsod
07-11-2005, 08:49 PM
i followed klinns tut, the icon thing dosnt seem to work

WalkingSnake
07-11-2005, 09:02 PM
Originally posted by bsod
i followed klinns tut, the icon thing dosnt seem to work

Can you show us the your icon "sheet" and the coordinates for the icon you're putting in to the editor?

pucechan
07-11-2005, 09:02 PM
Originally posted by bsod
i followed klinns tut, the icon thing dosnt seem to work

Well the icon image changes depending on what version of the importer you are using... if you are using any version before version 9 then you need to save the icon image as a 512x512 pixel 24-bit BMP.

If you are using 9 or 9.1 then it needs to be a 512x512 pixel 24-bit PNG file.

bsod
07-11-2005, 10:05 PM
Originally posted by pucechan
Well the icon image changes depending on what version of the importer you are using... if you are using any version before version 9 then you need to save the icon image as a 512x512 pixel 24-bit BMP.

If you are using 9 or 9.1 then it needs to be a 512x512 pixel 24-bit PNG file.

turns out to work :d

pucechan
07-11-2005, 10:33 PM
Glad to be of service :D

I find resaving the png can help in situations where you just get white blocks in the menu.

bsod
07-12-2005, 12:20 AM
nono, i made the wrong locations and it was white, and the program frooze :(

Bigdrip681
07-12-2005, 05:52 AM
Well.... here is my report on my failed attempt at making a custom cylinder. I made it in 3ds max and followed the tutorial. First I could not find it when I loaded the game, but realized that for some reason unless I had the folder open then the "Install Scenery" Button would not do anything. So after I figured that out I saw it in my game and though "WOO HOO!" and I clicked on the red square icon and it sat there for a second and proceeded to give me the following error message:

NO :SVD for :SID

Now, I of course have no idea what this means but I assume since it showed up in the game that I did everything right but must not have exported the ASE correctly. Has anyone else had this same error or am I going to have to spend hours guessing until I get it right? Thanks in advance,
Drippy

Klinn
07-12-2005, 01:17 PM
A lot of people have been running into this recently, including myself. Are you using the latest version of the Importer, 9.1?

Despite JonWil's much-appreciated hard work on this, personally I've never been able to get that version to work for me, I always get that "No :SVD for :SID" error message. Some folks have made it work, maybe I'm not holding my mouth the right way. ;) When I assemble the theme using version 6.1 of the Importer, with exactly the same ASE mesh files, it works like a charm. If you want to try the older version, it is available here (http://www.designamatic.com/Downloads/rct3imp61.zip) . Note that for version 6.1, the Icon Texture image must be a bitmap, not PNG format.

Bigdrip681
07-12-2005, 06:29 PM
:cool: Ahhhh ok! So it may be a problem with the importer(yes I am using 9.1). I will try 6 then and see if that works. Thanks for letting me know that.

Drippy:up:

Bigdrip681
07-12-2005, 08:20 PM
Well I got it working:D uhhh... sort of....
http://i19.photobucket.com/albums/b162/bigdrip681/Shot0003.bmp
I was trying to make a cylinder pillar... well I sort of made something resembling a space probe ALA Star Trek 4...
The Texture didn't work at all obviously, it was supposed to be a yellow and black cloud marbley thing. It also starts out going half way into the ground.
http://i19.photobucket.com/albums/b162/bigdrip681/Shot0004.bmp
As well as being absolutely huge!
http://i19.photobucket.com/albums/b162/bigdrip681/Shot0005.bmp
And of course to top ALL that off the ends don't match up...:bulb:
http://i19.photobucket.com/albums/b162/bigdrip681/912f109f.bmp
(Sigh)Oh well looks like I have a ways to go before I can actually make anything useful.

Just because I don't feel like going through 50+ pages to find the answer, has anyone put together a guide for what size to make the physical object in the program? or any guidelines? anything like that would be extremely helpful.

Drippy

JCat
07-12-2005, 08:27 PM
What modeling program are you using, Bigdrip681?

Are you saving a duplicate of your texture and flipping the duplicate vertically?

When you texture map your object and save it with the original texture, unless it is a repeated pattern, it will wind up incorrect in the game.

Save a copy of the same texture map (must be the same name) but make sure it's vertically flipped.

When you import it Jonwil's editor, choose the *flipped* version of the texture, and it should map correctly in RCT3.


As for the sizing - I can send you a sample wall or roof mesh - that way you can use it as a guide -- just PM me and I'll reply back with a sample. I'll need to know what modeling program you use so I can send the appropriate format.

Also, one you have a sample (like a roof) you can build objects in your program where their edges aling properly. Like if I'm building a long object, I'll measure out the distance of say, 3 roofs - that way you know that they'll evenly line up in the game.

Bigdrip681
07-12-2005, 08:59 PM
I am using 3d Studio Max 7. It didn't say anywhere in Klinn's tutorial about flipping the texture or else I missed it... will have to check on that. Klinn needs to update that too, it's kinda confusing now with the new version of the importer since the interface has changed completely.

But it's good to know about the textures thanks!

One thing, in Max it is vertical but in RCT3 it becomes horizontal. So if I make it horizontal in Max, will that make it vertical in RCT3?:rolleyes:

JCat
07-12-2005, 09:03 PM
Hi - the texture mystery was figured out a while after Klinn's Tut was posted.

I use Milkshape - actually, I use Max 3D many times just to create a mesh because of its superior tools, but I export to Milkhape as I have not been successful with textures in Max. Milkshape has been flawless with textures so far. The roof was sent as mentioned..

I think the 2 coordinates are different between max/milkshape - so you may need to rotate the roof properly. As I converted the MS shop to Max didn't rotate cords.

bsod
07-12-2005, 09:06 PM
id like one, im using anim8or

Bigdrip681
07-12-2005, 09:22 PM
Allrighty, looks like it's gonna be the good old fashioned guess and check!:cry: :cry: :cry:

Bigdrip681
07-12-2005, 10:55 PM
:eek: I just had something very interesting happen...

I wanted the game to load faster so I decided to see what would happen if I removed all the themes but the one i was working on into a temporary folder(Except the generic one obviously since it isn't in the theme folder). It seemed to work until I actually tried to open the objects in sandbox mode and it gave me the following error:

NO :svd for :sid

Sound Familiar? Hmmmmm......:confused:

Anyways I put it back and all is well...

Too bad too. It did seem to load alot faster:cry:

Bigdrip681
07-12-2005, 11:28 PM
Ok I SWEAR this is my last post today!

I finally got the texture working(At least it shows up) and got it to a reasonable size
http://i19.photobucket.com/albums/b162/bigdrip681/Shot0007.jpg

It still needs work... It still starts out stuck half way into the ground, and I'm not sure how to get rid of that nasty line the texture made but I didn't try the texture flipping yet so maybe that will fix it.

This is about the size of the cylinder topiary and just a reference for all you studio max users out there:

Radius = 0.5

Height = 4

The first one I made had a radius of 10 and a height of 50!:haha:

Also for some reason, In max if you want it vertical, you have to turn it horizontal before you export it and vice versa. I have no idea why this is but oh well...

Thanks again to pumper for the wall guide and of course Jonwill for starting this amazing time waster!(Hey he needs more of an ego boost right?):D

dantelabon
07-12-2005, 11:43 PM
Here is how i do it. It may or may not work for you.

Step 1 - Make the Scenery Object
---------------------------------------------------
- Create a 3d file in 3D Studio Max (I use v4.2)
- UVW Unwrap your model in 3DS Max
- Export from 3dsmax as a.3ds file
- Convert your texture bitmap to 256 X 256 X 256 colors, and save as a .BMP file. I use Paint Shop Pro for this.
- Import into Milkshape (I use v1.7.4)
- Scale to .5 in X, Y, and Z (or whatever size you want, this is still rather big....for my Eiffel Tower). Remember to check the origin tick under Scale Options so the model will stay in the same position.
- Rotate 90 degrees on the Y axis. Remember to check the origin tick under Rotate Options.
- Save as a .ms3d file
- Load file in Biturn
- Export as a .ASE file
- Open the ASE file in Notepad and remove the following code:
}
*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
}

- Save the fixed .ASE file.
- Flip the texture bitmap upside down and save it.

Then just follow the wonderful tutorial by Klinn, and it should work just fine.

Just remember, in 3ds Max keep the botton of your model on the BOLD black grid line in the front (or left or right) viewport. That is in essence the "floor" in 3ds max, and your model will be on the ground in RCT 3, not above or below it.

Hope this info helps. :)

JCat
07-12-2005, 11:54 PM
Originally posted by Bigdrip681


Thanks again to pumper for the wall guide and of course Jonwill for starting this amazing time waster!(Hey he needs more of an ego boost right?):D

Quite welcome! You're getting there...

OK, for the height thing, what parameters did you set the xyz [position] points? I usually put 1, 1, 1 - some max users put 0,0,0 - also, try raising the item in the modeling program. Height jumps in increments measured exactly to the 1/3 sized wall.

The texture thing with Max I'm bad news at - I wish I could help, but as mentioned, I do that portion in Milkshape.

bsod
07-13-2005, 12:01 AM
I hate to be abburden but I cant afford 3D Max, is ther a way, i can get instructions for anim8or as is the only one i know how to use, i havnt tryed milkshape, id like to easily texturize my objects, ? thanks

bsod
07-13-2005, 12:12 AM
WHOA, i used 6.1 importer when to rct3 and my theme iS TOTALLY gone?

dantelabon
07-13-2005, 12:46 AM
I hate to be abburden but I cant afford 3D Max, is ther a way, i can get instructions for anim8or as is the only one i know how to use, i havnt tryed milkshape, id like to easily texturize my objects, ? thanks

I'm sorry, I do not know Anim8tor. I got the educational version of Max for $75.00. Go to your local community college book store, and you can get an older version cheap too, just lie and say you go to school there :) . Of course you can't sell anything you make with it, but you can make scenery models with it. Also, Gmax is free, and it's the same as 3ds max, except you cant save files as 3ds, but you can save them as some other format, and convert them to 3ds. Also, Milkshape has a trial version, and is very easy to do what you need to do with.

Wish I could help ya more.

JCat
07-13-2005, 12:50 AM
Originally posted by bsod
I hate to be abburden but I cant afford 3D Max, is ther a way, i can get instructions for anim8or as is the only one i know how to use, i havnt tryed milkshape, id like to easily texturize my objects, ? thanks

bsod - Wish I could help, but I don't use anim8or myself -so I don't know the procedures that would equal what was mentioned.

marnetmar
07-13-2005, 01:02 AM
Originally posted by bsod
I hate to be abburden but I cant afford 3D Max, is ther a way, i can get instructions for anim8or as is the only one i know how to use, i havnt tryed milkshape, id like to easily texturize my objects, ? thanks

I don't know anything about anim8or either, other than you can export as an .obj file & convert that with biturn to make the ase file. I have no idea on applying the textures in it, but maybe someone else can help you with that.

Bigdrip681
07-13-2005, 03:28 AM
Ok I lied... That wasn't my last post...

Thanks Dante... I imported a new fountain and it was upsidedown!:haha:

This will definetely help me out! That seems like an aweful lot of extra steps though... I am gonna see if I can do it without having to do all that. I think I almost have it. Once I do and I can get it to were it works every time I might write a tut or something...

dantelabon
07-13-2005, 06:37 AM
Cool Bigdrip, if you can get the steps down please post how you do it.
You are right in that it is a lot to remember, and if ya miss one step it screws up to whole thing :(

And I can't WAIT to get the importer upgrade with transparencies. :)

Bigdrip681
07-13-2005, 07:15 AM
Ok I figured out how to make sure your object is oriented correctly in Studio max... It's very simple but kind of odd...

Make sure the X, Y, and Z world move cooridinates are all set at 0. As was already stated this makes sure the object is at ground level and in the center...

Heres the new one...
Make sure that the "Up" or "Top" of your object is rotated on the X axis at -90. If you put the object so it is facing 90 on the X axis it will be upside down. If you put the object so that it is actually up in Max(That is the Z axis would be 90) Then your object will be sideways when you import it. Again, I have absolutely no clue why this is, but I have done it several times and it works the same every time. Let me know if i need to clarify more...

BTW, this is what I have so far...
http://i19.photobucket.com/albums/b162/bigdrip681/Shot0011.jpg
A Twisty Fountain!

This is much better than my original design which had alot more polygons and didn't have waterstreams. Now I have to figure out how keep the streams blue...

Let me know if you guys like this and I will make more "twisties"... twisty trees, twisty pillars, twisty blocks etc...

bsod
07-13-2005, 12:06 PM
i like, but cant u make rct3 make the real water 4 u

Mr. Six
07-13-2005, 03:05 PM
I dont think you can yet. Hopefully soon.

Bigdrip681
07-13-2005, 03:38 PM
Not that I'm aware of, if someone knows how to make real water come out of it PLEASE tell me!

xpl0it
07-13-2005, 04:30 PM
Originally posted by 2005
When i'm asleep you post all this stuff!!! I'm going to try this now.

pumper a few instructions here would help........



For reference (someone should add this to the help files in the future releases)



Deleting this and this only, any more crashes the editor.


Textures
Have to bit 256 colour .bmps
64x64 seems to work ok.

64x64 pixels max!? I'm using like 300x300

WalkingSnake
07-13-2005, 04:31 PM
Originally posted by xpl0it
64x64 pixels max!? I'm using like 300x300

Anything that's a square of 2 will work. 64x64, 128x128, 256x256, 512x512, etc..

xpl0it
07-13-2005, 04:35 PM
Originally posted by Bigdrip681
I am using 3d Studio Max 7. It didn't say anywhere in Klinn's tutorial about flipping the texture or else I missed it... will have to check on that. Klinn needs to update that too, it's kinda confusing now with the new version of the importer since the interface has changed completely.

But it's good to know about the textures thanks!

One thing, in Max it is vertical but in RCT3 it becomes horizontal. So if I make it horizontal in Max, will that make it vertical in RCT3?:rolleyes:

Hey can you throw me a PM or an IM on AIM at socker1314? I'm having a lot of troubles importing my models.

xpl0it
07-13-2005, 05:10 PM
Originally posted by WalkingSnake
Anything that's a square of 2 will work. 64x64, 128x128, 256x256, 512x512, etc..

How complex can this texture be. LIke could I make a house for instance and create a UVW map with a .bmp that has all of the different sides of the house on the one .bmp file? I'm just confused on the mapping part. I am using 3D Studio Max 7, so should I map my house and just save it as an .ASE file? Whenever I save my .ase files I just get the error that i'm using multiple objects and it cannot convert.

xpl0it
07-13-2005, 05:20 PM
Now it just crashes... but it doesn't give me the error anymore...

can someone give me a sample .ase a .bmp that works please, i'm getting really frustrated.

marnetmar
07-13-2005, 05:32 PM
Originally posted by Bigdrip681
Not that I'm aware of, if someone knows how to make real water come out of it PLEASE tell me!

We can't yet, but Jonwil's working on making some of the water particle fx & other fx as scenery props that can be used in the game for things like your fountain Bigdrip. I'm not sure how the progress is going, but hopefully everything works out fairly soon.

marnetmar
07-13-2005, 05:35 PM
Originally posted by xpl0it
How complex can this texture be. LIke could I make a house for instance and create a UVW map with a .bmp that has all of the different sides of the house on the one .bmp file? I'm just confused on the mapping part. I am using 3D Studio Max 7, so should I map my house and just save it as an .ASE file? Whenever I save my .ase files I just get the error that i'm using multiple objects and it cannot convert.

I'm not at all famaliar with 3ds Max, but yes you can map all the textures from a single texture file. Right now you have to do it that way since we can only use 1 texture file per model, although Jonwil's working on adding support for multiple meshes/textures.

xpl0it
07-13-2005, 06:37 PM
I need to take a break... I have all these freakin models and nothin to do with them. I used to get errors but now it just crashes, has the "send error to microsoft" crap.... am I doin somethin wrong here?

Bigdrip681
07-13-2005, 08:42 PM
Xploit what happened? I asked you a question to help you and you just dissapeared?:bulb:

I will keep checking trillian once in a while and see if I can catch you again:) .

Regarding the multiple objects issue:
When I was completely finished with my object I used a boolean operation(be careful because it can mess up if you don't do it right I.E. one object might dissapear or something if you dont do it in the right order) to make all the objects into one single object.

xpl0it
07-14-2005, 01:52 AM
Dude you signed off online! I was talking but you wouldn't reply.....

dantelabon
07-14-2005, 06:02 PM
Where did everybody go? Anybody heard anything from Jonwil? :)

WalkingSnake
07-14-2005, 06:23 PM
Originally posted by dantelabon
Where did everybody go? Anybody heard anything from Jonwil? :)

Where did every body go? I guess you didn't notice the several-thousand posts here..

bsod
07-14-2005, 07:40 PM
when i make a coaster with 2 sections of track like one isnt conected to the main it says cant make multiple sectiosn when i try to test or open, is there anyway i can OPEN this ride with multiple track segments?

just if anyone knows :P

Bigdrip681
07-14-2005, 07:40 PM
I found a bug in the program due to custom scenery...

I was making a custom scenario taking a break from working on my custom scenery and for some reason when I was picking which inventions I wanted I could not select more than 1 at a time. I realized the reason was because I had custom scenery, and when I moved the custom scenery into a tempory folder so the game wouldn't find it and went back to the inventions list then it would let me select mutiple items again. Of course since custom scenery isn't being supported by Frontier this bug will most likely never be fixed.Will some other people try this out and make sure it isn't just my game? Thanks.

The obvious solution to this is to move the CS out of the folder, do your inventions, and then move them back.

marnetmar
07-14-2005, 09:01 PM
I haven't tried recently, since I'm not a big scenario player, but I never had a problem before when moving multiple object's to the invented column even with custom content in my game.

-MoNtU
07-14-2005, 09:30 PM
Originally posted by dantelabon
Where did everybody go? Anybody heard anything from Jonwil? :)
That's why it's on the 55th page.:rolleyes: :haha: :rolleyes:

jonwil
07-14-2005, 09:53 PM
I am still working on the importer, hopefully I will have the next release out soon :)

JCat
07-14-2005, 09:57 PM
:up: Looking forward as always - - !

WalkingSnake
07-14-2005, 09:58 PM
Originally posted by jonwil
I am still working on the importer, hopefully I will have the next release out soon :)

Any idea of what will be in the next version?

jonwil
07-14-2005, 10:03 PM
see here
http://www.ataricommunity.com/forums/showthread.php?threadid=481183&goto=newpost

dantelabon
07-14-2005, 10:21 PM
That's why it's on the 55th page.

I work overnights so I don't usually see many posts then, but when I wake up at about 5 pm I normally see about 20 posts...Today none.
Great to hear about the upcoming update Jonwil. If I may ask, have you figured out the transparent textures issue yet?

Klinn
07-14-2005, 10:21 PM
Originally posted by Bigdrip681
I found a bug in the program due to custom scenery... I was making a custom scenario taking a break from working on my custom scenery and for some reason when I was picking which inventions I wanted I could not select more than 1 at a time. I realized the reason was because I had custom scenery... I just tried it and picking multiple objects in the inventions column worked fine for me, so I don't think it has anything to do with custom scenery. (I have a whole bunch installed)

One thing about inventions that has changed with Soaked - now any custom scenery is automatically in the "Items Available at Start of Game" column. It used to go to the "To Be Invented" column by default, which meant people had to update their custom scenarios to see any new custom scenery. Now they don't have to.

Bigdrip681
07-15-2005, 12:00 AM
Hmmmm... Guess it's just my game then... Ok thanks for letting me know. I am just totally insane...:noob: :heart: :bored: :alien: :weird: :sour: :eek: :down: :rolleyes: :cool:

jonwil
07-15-2005, 08:37 AM
I have finished most of the code for the new version, the last bit is actually spitting out the proper scenery ovl files.

Hoepfully I will have it out soon (depending on how things go, I might try and get "effectr points" in there too :)

I also want to solve the "it works in 6.1 but not in 9.1" bugs that some people have been having.

iceatcs
07-15-2005, 09:03 AM
can't wait to try out the newest version coming soon. cheers jonwil for info

dantelabon
07-15-2005, 09:13 AM
Hoepfully I will have it out soon


Yayyy. You Da Man :)

Bigdrip681
07-15-2005, 07:18 PM
:up: :up: :up: Sweeeeeet! No more switching between versions!

We love you Jonwil!:heart: :heart:

jonwil
07-15-2005, 11:57 PM
ok, I found the "gives no SVD for SID error when exported by 9.1" bug (its caused because I didnt allocate enough RAM for <some piece of data>).
The fix will be in version 10 of the importer (to be released this weekend or next week hopefully)

JCat
07-16-2005, 12:09 AM
I know you keep hearing repeated "thank you's" Jonwil, but we all appeciate your work and updates very much! Your utility has given many of us a tool that makes RCT3 a daily creative 'high', as well as expanding the intererst of the product to heaven knows how long!

Oh, thank you! :D

marnetmar
07-16-2005, 12:24 AM
That was fast work finding the bug Jonwil

Yes, I'll say it again Thank You :up: :up:

WalkingSnake
07-16-2005, 12:28 AM
Jonwil.... will you marry me? :D

Seriously, I can't wait for the release. You've done so much for the community. :)

iceatcs
07-16-2005, 12:37 AM
Can't wait too.
then i can make so many esp the brand logos packets

:up:

pucechan
07-16-2005, 08:22 PM
That's great news Jonwil ! Like Pumper says I imagine you are getting tired of the thanks but we all mean it :)

By the way, sorry I've not been around much this week, my Mario 3 Scenery is still in the works, I'm just still having texture alignment issues :(

The "FIX" I thought I'd found (manually shifting the texture over by a certain amount of pixels) only works on some faces, it doesn't fix top/bottom faces, so I'm still trying to figure out a way to texture.

Other than that, all the models are now finished (for the Mario 3 set) I'll update my WIP post in the next few days...

Back on topic, THANKS JonWil :)

chappyk
07-17-2005, 12:09 AM
when i clicked on the link for the scenery editor.....I kept getting sent to page that said...."not found" is the link still working?

jonwil
07-17-2005, 12:18 AM
http://users.tpgi.com.au/adsloptd/rct3imp91.zip is the link to the current version.

jonwil
07-17-2005, 09:13 AM
I need help from someone who has 3D Studio MAX

Basicly, I need someone who can make things in it make me a .ase file with the following (for testing with the new importer):
2 seperate meshes
Each mesh should have its own texture applied to it
The meshes should be as simple as possible and have as few polygons as possible. Both meshes should be relative to 0,0,0 in the 3DS "world"
I also need some "bones" (or "pivots" or whatever 3DS calls them), positioned somewhere in the world (and rotated too so I can see what that looks like)
Both bones should be linked to the "scene root" (i.e. 0,0,0)
Untill I get this test file, no further work can be done on the importer.

chappyk
07-17-2005, 09:27 AM
thanks jonwil....it worked this time

bsod
07-17-2005, 10:32 AM
someone make the text file!!!! :P

Miss O
07-17-2005, 01:04 PM
What text file?

dantelabon
07-17-2005, 04:09 PM
Basicly, I need someone who can make things in it make me a .ase file with the following (for testing with the new importer):

Do you need the .ASE to be exported directly from Max, or do it the normal way I do it (Max to Milkshape to Biturn)? And, do you need the meshes to be linked to the bones and animated? If so, how many frames?

jonwil
07-17-2005, 08:46 PM
No animation.
The meshes should not be linked to the bones.
Doesnt matter how you get the ASE really.

marnetmar
07-17-2005, 10:26 PM
Jonwil, I was just wondering if there was any new texture settings with the addition of Soaked & also if there's any way to figure out what format the "video's" in the Dolphin show were & if it might be possible to create something like this with your importer in the future.

No rush on these as I know you've already got your hands full, but I wanted to mention them before I forgot about them (again) lol

dantelabon
07-18-2005, 12:44 AM
Jonwil, I am just guessing what you need here, so please feel free to let me know what changes this may need. I need and E-mail addy to send the file to as I have no web space.


http://i20.photobucket.com/albums/b229/super_cal_el/test1.jpg

dantelabon
07-18-2005, 02:42 AM
Jonwil, never mind about the E-mail addy, Here is the file.

http://www.geocities.com/dantelabon/Test.zip

Bigdrip681
07-18-2005, 03:21 AM
Woo Hoo! Great Dante! I hope this works!:D

(Rubs hands with glee)

tikitiki
07-18-2005, 02:50 PM
Jonwil,

when you say this,
ok, I found the "gives no SVD for SID error when exported by 9.1" bug (its caused because I didnt allocate enough RAM for <some piece of data> ).
The fix will be in version 10 of the importer (to be released this weekend or next week hopefully)

is it a bug 'only' found in version 9.1 or is this a bug that only creeped up only until recently?

marnetmar
07-18-2005, 06:01 PM
Originally posted by tikitiki
Jonwil,

when you say this,


is it a bug 'only' found in version 9.1 or is this a bug that only creeped up only until recently?


The "bug" in ver 9.1 causes the "no SVD for SID" error on virtually every model imported with this program, but this error has happened with every version of the importer for various reasons, most of which we have no idea why. With previous versions, making the ASE/ovl files over has almost always solved the problem. This is not the case with ver 9.1.

bsod
07-19-2005, 04:16 PM
WOW I found a greate 3D MODELING PROGRAM!!! its free use hte MOD TOOL of softimage xsi

http://www.softimage.com/products/Mod/v4/


do not use anything else as its not free, this is.


it can export right to ase, except tis really hard to use, but it looks greate its a greate advanced program, and it has a built in web browser ;)

MaxInfinity
07-20-2005, 10:03 AM
I'm atempting to create disney's cinderella's castle using 3d studio. I hav'nt got the time or patience to use the scenery importer so if any one would like the .3ds files to try and import into rct3 let me know. it may take a while, like I said I don't get much time and the castle has lots of individual pieces. I dont know if the models are the right size, does the importer resize meshes, if not I may have to adjust them in 3d studio.
Cant find the textures I need so I'm creating them myself which will also slow completion down.
http://www.damon-foord.pwp.blueyonder.co.uk/cctest.jpg

http://www.damon-foord.pwp.blueyonder.co.uk/cctest2.jpg

bsod
07-20-2005, 01:24 PM
wow nice!

Bigdrip681
07-20-2005, 04:54 PM
Hey those are sweet! Can't wait to see what someone does with those!;)

JCat
07-20-2005, 05:15 PM
Very VERY nice work on that castle so far, MaxI!

tikitiki
07-20-2005, 05:25 PM
Great Job!

@Marnetmar, Thanks

marnetmar
07-20-2005, 05:26 PM
That looks very nice so far MaxInfinity :up: :up: This'll be an excellent addition to the game.

The importer doesn't resize/realign the models, so they'll have to be sized & everything in the modeling program & the textures for each piece need to all be on a single texture map in order to import, but Jonwil's working on making the importer to allow for multiple meshes/textures so that part might not matter when you get this project completed.

Klinn
07-20-2005, 08:09 PM
(Before I forget - really nice model, MaxInfinity! :up: The textures look great too.)

Howdy Fellow Modders!

The greatest number of support questions I've answered for my scenery packs involve users getting the "No SVD: for SID:" error, most likely because the files have not been installed in the right place. I've been looking for a way to make this more foolproof.

The self-extractor used by Marnetmar & Pumper (& Drucifer) is great step in the right direction, but requires user intervention if RCT3 is not installed in the path normally used for english-language systems. I wanted to get something that would extract the name of RCT3's actual installation folder from the Registry so it would work in any situation. (cross fingers) The work that Potter is doing may provide a better way to install scenery in the future, but I wanted to get something going now.

OK, enough babbling. The free Inno Setup (http://www.jrsoftware.org/isinfo.php) seems to fill the bill. I recommend getting the 'QuickStart Pack' version of the installer (ispack-5.1.4.exe) about 1/2 way through the downloads page. It's a script-driven installer, but the scripts needed for our installs are pretty simple. I've included a sample of one I used for my Framework set that can be easily modified to suit the files you need to install. The program also comes with a good help file.

If you want to see a sample install in action, delete my KLN-Framework set from your Themed folder, then download my Framework Setup (http://www.designamatic.com/Downloads/KLN-Framework-Setup.exe) installer to your computer and double-click on it. To uninstall the set later, use the Windows Control Panel "Add Or Remove Programs" applet.

The trickiest thing was getting the script compiler to accept a 'DefaultDirName' which included a Registry key incorporating a GUID string. Scripts use '{' and '}' characters for their own ends, so they had to be treated specially. But I've kept that on a separate line in the script, so you never have to touch it again. That DefaultDirName is referenced later in the script with the "{app}" identifier, so I can specify that the destination folder for a file is, for example, "{app}\KLN-Framework\KLN-FrameworkParts" and it will end up being placed in "C:\Program Files\Atari\RollerCoaster Tycoon 3\Style\Themed\KLN-Framework\KLN-FrameworkParts" (assuming the user's RCT3 is installed in the standard english-version location).

If you decide to use this installer, one of things you'll have to decide is how you want the user to uninstall the custom scenery set. You can set things up for a manual uninstall (deleting the folder) or automate it. As you can see by my sample, I went the automatic route, keeping the user from ever having to delve into RCT3's folders. The downside - there will be an uninstaller app & data file deposited in Themed folder. Don't worry, somebody else's uninstaller & data won't over-write yours, they have a numeric suffix that is incremented automatically. So long as the user has less than 1000 sets of custom scenery, we're fine. ;) (Edit - see my next post below for a way around this.) If you decide to go the manual uninstall route, you'll want to add the "Uninstallable=no" command to the script so it won't add the uninstaller app, nor an entry in the "Add Or Remove Programs" list.

A few additional notes about script commands I've used:

"DefaultGroupName=Klinn's Framework" - This entry is required, but is never actually used. Normally it would control the program group folder on the Programs menu that would hold our app's icons. But we don't need any icons.

"OutputBaseFilename=KLN-Framework-Setup" - I strongly recommend that you do not use the default "Setup.exe" output filename. As soon as the user downloads somebody else's Setup.exe for another custom scenery pack, it will over-write yours. I suggest you give it a name based on your mod but also clearly indicates that it's a setup-type program.

"DirExistsWarning=no" - The RollerCoaster Tycoon 3\Style\Themed folder that you'll be installing your set into will always exist, so no need to confuse users by warning them of that fact.

I've commented-out four lines of the script which are not absolutely needed. You may wish to leave them out initially while building the install, and add them later if you want those features.

"WizardImageFile=RCT3-FrameworkGroupIcon.bmp" - specifies the image over on the left side of the installer's initial welcome screen. I just used the scenery group's icon, but there's more room if you want to make something flashier.

"InfoBeforeFile=KLN-Framework-ReadMe.rtf" - specifies a *.txt or *.rtf file to be displayed to the user, I've put my instructions on how to use the building set there.

Here's a sample script you can paste into the Installer's editor window. Watch out for word wrap on the DefaultDirName line, everything up to "...Themed" should be on one line. Hmmm, this will probably end up being a wide forum post. ;) You can also download the script file from here (http://www.designamatic.com/Downloads/KLN-Framework-Install.iss) . If you have any questions, I'll try to answer them, but this is the first time I've ever used the Inno Setup program, so no promises. If anyone here has used it before, please feel free to make any suggestions for improvement.



;======================================================================
; KLN-Framework-Install Last Revision: 19/07/2005
;----------------------------------------------------------------------
; Copies the files needed by Klinn's Framework custom RCT3 scenery
; into the proper place within RCT3's installation folder. The name
; of that folder is retrieved from the user's Registry, or a default
; value typical of US/Canadian/British systems is substituted if
; nothing is found in the Registry. The user has an opportunity to
; specify a different folder during installation in case things go
; wrong, but hopefully this will never be needed.
;
; The 'DefaultGroupName' is required but ignored since no icons are
; being created. Set the 'OutputBaseFilename' so that your install
; program will not get mixed up with one made by any other custom
; scenery modder, in other words, don't use just 'Setup'.
;
; Once installed this way, the user can uninstall the custom scenery
; through the Windows 'Add Or Remove Programs' control panel applet.
;
; See the documentation for details on creating .ISS script files
; and other options that may be used.
;======================================================================

[Setup]
AppName=Klinn's Framework (RCT3)
AppVerName=Klinn's Framework Version 2
DefaultDirName={reg:HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\
{{907B4640-266B-4A21-92FB-CD1A86CD0F63%7d,
InstallLocation|{pf}\Atari\RollerCoaster Tycoon® 3}\Style\Themed
DefaultGroupName=Klinn's Framework
Compression=lzma
SolidCompression=yes
OutputBaseFilename=KLN-Framework-Setup
DirExistsWarning=no
;WizardImageFile=RCT3-FrameworkGroupIcon.bmp
;WizardImageStretch=no
;WizardImageBackColor=clTeal
;InfoBeforeFile=KLN-Framework-ReadMe.rtf

[Files]
Source: KLN-Framework-ReadMe.txt; DestDir: {app}\KLN-Framework
Source: style.common.ovl; DestDir: {app}\KLN-Framework
Source: style.unique.ovl; DestDir: {app}\KLN-Framework
Source: KLN-FArch01.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArch01.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArch02.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArch02.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArch03.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArch03.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchFiller02.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchFiller02.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchFiller03.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchFiller03.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchLintel01.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchLintel01.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchLintel02.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchLintel02.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchLintel03.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchLintel03.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillar01.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillar01.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillar02.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillar02.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillar03.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillar03.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillarFoot01.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FArchPillarFoot01.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderSq01.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderSq01.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderSq02.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderSq02.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderTri01.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderTri01.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderTri02.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FGirderTri02.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FScreen01.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FScreen01.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FScreen02.common.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts
Source: KLN-FScreen02.unique.ovl; DestDir: {app}\KLN-Framework\KLN-FrameworkParts

JCat
07-20-2005, 08:54 PM
I did a run through on it yesterday, and the installer is wonderful! Now to learn how to use it by the time I ready to release the next set. :up:

marnetmar
07-20-2005, 09:20 PM
This is excellent :up: :up: :up: Thanks for the info Klinn ;) This will make it much easier for everyone to install the custom scenery, no matter where their game is located.

MaxInfinity
07-21-2005, 12:22 PM
What grid settings should I be using in 3d studio. I'm sure I've seen the answer somewhere but I can't find it now.
I don't want to continue with Disney castle Until I find out otherwise I'll have to resize everything.
The measurements for a plain wall will do I.E. Grid Height, Grid width.

Thanks in advance.


Just found this .Old thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=417077&highlight=3d%2A+studio). for anyone who missed it RCT3 was done with 3d studio.

Klinn
07-21-2005, 01:02 PM
Originally posted by MaxInfinity
What grid settings should I be using in 3d studio. In 3DSMax or any other 3D modelling app, one 'unit' equals the height of an RCT3 1/3-high wall. So a standard full-height wall is 3 units high by 4 units wide and 0.2 units thick. The blue ground grid is 4x4 units in your 3D app. Remember that in RCT3, the Y-Axis is 'up', not 'Z'. (Note to Milkshape owners - MS has a dynamic grid, that is, it may seem like you're looking at a one-unit grid, but if you zoom in further it subdivides into the 'real' grid, so be careful when creating meshes)

Klinn
07-21-2005, 01:16 PM
Some interesting options for Inno Setup that I've found in the Help file as I'm learning more about the program:

I was annoyed by the Uninstall app & data file appearing in RCT3's Themed folder. Turns out you can change this by adding a script command such as:
"UninstallFilesDir={app}\KLN-Framework"

This will put the uninstall files in my mod's own folder rather than out in the common area.

Another issue is that, if I'm trying to keep the user out of RCT3's folders, how can they refer to a ReadMe-type file sometime after installation. In a normal program's install, I'd be creating an icon that points to the ReadMe, but there are no icons in this type of install. The Help file mentions adding a script command such as:
"AppReadmeFile={app}\KLN-Framework\KLN-Framework-ReadMe.txt"

This adds a "Click here for support information" link in the "Add Or Remove Programs" entry for the mod. Clicking it brings up a link to that text file (presumably it could any type of file) so the player can view or print it.

You can also include "AppSupportURL=http://www.designamatic.com/RCT3-CustomBuildings2.html"
to direct players to your web site for help.

These options aren't perfect since they are tucked out of the way, but at least it gives players somewhere to go to get more info about the mod.

I'm not sure how Inno calculates the disk space used that is displayed in the "Add or Remove Programs" applet, but it sometimes lists my mods as taking up a huge amount of space, many times more than they actually do. Not critical, just an annoyance.

MaxInfinity
07-21-2005, 04:29 PM
Thanx for the info Klinn.

Now I know RCT3 was done with 3d studio, Frontier must have a plugin for max to import straight into RCT3, so come on Frontier howabout releasing it for us to use (Don't suppose there's any chance of that happening):rolleyes:

JCat
07-21-2005, 04:41 PM
Maybe after they've exhausted their expansion packs they'll release a bunch of utilities to make the job easier, for the major modeling programs. At this rate, could be a long time). :(

marnetmar
07-21-2005, 06:33 PM
Thanks for the added info Klinn :up:

stuk71
07-22-2005, 10:07 AM
So I guess I have alot of reading to do to get this into the game...?

from what I learnt in the Milkshape tutorials I think I have some of the faces the wrong way round

http://img257.imageshack.us/img257/6339/frame18iq.jpg (http://www.imageshack.us)

http://img257.imageshack.us/img257/3888/frame23oe.jpg (http://www.imageshack.us)

The inspration, [the idea floated by Walkingsnake :)]

http://img257.imageshack.us/img257/5844/hydra4sx.jpg (http://www.imageshack.us)

edit: just read Klinns post about sizing...looks like I will be doing a few adjustments....these roof frames would be bigger than the whole park if imported into the game

jonwil
07-22-2005, 10:31 AM
I think atari and frontier arent against scenery importing per se, they just want to make sure that when they do it, its done right first time.
And there are steps in place to make sure the created scenery does not cause problems with the game engine.

MaxInfinity
07-22-2005, 10:36 AM
I hope your right jonwil

by the way stuk71 your models look great. I'll have to do the same resizing with my disney castle models.

Oh and I found a coaster station I did for nolimits, I thought I lost it when my pc crashed.

http://www.damon-foord.pwp.blueyonder.co.uk/nl%20station.jpg

WalkingSnake
07-22-2005, 02:38 PM
Originally posted by stuk71
So I guess I have alot of reading to do to get this into the game...?

from what I learnt in the Milkshape tutorials I think I have some of the faces the wrong way round

edit: just read Klinns post about sizing...looks like I will be doing a few adjustments....these roof frames would be bigger than the whole park if imported into the game

They're looking great, I can't wait to use them! :)

As for texturing and getting in game, I would suggest skimming through the thread.

stuk71
07-22-2005, 06:45 PM
Thanks WS, been reading all day, and learnt a heap too. have now completely remodeled the frames and roof panels to the correct size - spending most of my time making sure all the pieces fit together, coming up with combinations. Not tried anything actually in the game yet, but have played around with Jon's impoter and Bi-turn

Thanks to this thread most of my questions have been answered - klinn's tutorial was god-send.

Would love to see this made up into a working CS, time will tell, so far, so good, there has not been anything too major yet, though still early days. did not know how much I actually enjoy modeling [in the 3D graphic sense <grin>] only have 25 days left on Milkshape, looks like I will be buying it after all, great program, I imagine I have only skimmed the surface of what it can actually do


Off to scour the internet for more pics of Hydra's station to come up with more ideas/items for the pack

marnetmar
07-22-2005, 07:01 PM
Looks real good so far stuk71 :up: :up: I'm sure, like the rest of us, you'll run into a few snags here & there, but just stick with it & ask questions if you have any problems & someone will be happy to help you out.

If you're enjoying this so far, then wait until you get this in the game, you'll really like that ;)

conor123
07-23-2005, 07:35 AM
Re upload it please

jonwil
07-23-2005, 10:06 AM
ok, a new version of the importer is out
read
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=483987
for details and post stuff there.

nicknam_4
07-23-2005, 07:33 PM
when i click it says the page cannot be found :(

MaxInfinity
07-24-2005, 05:49 AM
Whooo hoooo at last I can get custom scenery in rct3 it looks totally wrong but at least I can get it in there.
Thanx jonwil great work your doing.
Now I'm off to 3d studio until I get it right.

Alpha maps is a great addition.

if jonwil keeps this pace up we won't need frontiers plugins and utils.

jonwil
07-24-2005, 06:02 AM
I can tell you now that scenery importing as it is now will NEVER (no matter how much work I do on the importer) be as good as it would be if frontier relased a full-featured importer or if they helped me with my importer.

MaxInfinity
07-24-2005, 07:20 AM
If it gets custom scenery ect in the game jonwil thats good enough for me.

got this weird animation effect when importing a wall piece'

wailing wall or in this case waving wall (http://www.damon-foord.pwp.blueyonder.co.uk/Movie0000.wmv)

Potter
07-24-2005, 07:34 AM
Originally posted by MaxInfinity
got this weird animation effect when importing a wall piece'
wailing wall or in this case waving wall (http://www.damon-foord.pwp.blueyonder.co.uk/Movie0000.wmv)
Wow... walls are swaying like trees :)
Are you sure that you selected "walls" as scenery type while importing the models and not "trees" :confused:

EDIT: Seems like you have found a cool effect! Can come in handy for lots of people :noob:

Klinn
07-24-2005, 08:39 AM
Woo-hoo! The very first animated custom scenery! :up: Maybe by accident, but it's still a very cool milestone.

MaxInfinity
07-24-2005, 08:53 AM
definately by accident klinn.

yes I saved it as straight wall.

trouble is I dont want it waving and I cant get it to stay sill lol

Potter
07-24-2005, 08:56 AM
Originally posted by MaxInfinity
yes I saved it as straight wall.

trouble is I dont want it waving and I cant get it to stay sill lol
May be, it is just dancing to the music played in RCT3. Try switching it off :p

*seriously* what could have caused this :confused:

MaxInfinity
07-24-2005, 09:12 AM
Originally posted by Potter
May be, it is just dancing to the music played in RCT3. Try switching it off :p

*seriously* what could have caused this :confused:

I was playing around with the pivot points in max, I believe this is what caused the animation affect.

Have now managed to import the wall piece correctly although the texturing is not right at least I have a working piece to try and get the texture right.

one of the flags or unknowns in jonwils importer must be for the scenery stacking as when I hold shift it just jumps up 1 3rd instead of to the top of the previous placed wall, as the standard objects do, if anyone knows the answer please let me know.

Potter
07-24-2005, 09:24 AM
Originally posted by MaxInfinity
I was playing around with the pivot points in max, I believe this is what caused the animation affect.

More details please.. Exactly what you were doing ( in layman's terms ) :)

one of the flags or unknowns in jonwils importer must be for the scenery stacking as when I hold shift it just jumps up 1 3rd instead of to the top of the previous placed wall, as the standard objects do, if anyone knows the answer please let me know.
You can get an excel sheet (updated for soaked) having all the known flags settings for ingame object in this thread
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=480117

That should give you an idea of the flags to use :noob:

MaxInfinity
07-24-2005, 09:51 AM
Originally posted by Potter
More details please.. Exactly what you were doing ( in layman's terms ) :)




Ok here goes.

created wall object in max 4x3x0.2 (full height wall)

selected affect pivot only and moved pivot to the bottom lefthand corner.

unselect affect pivot only.

select move and move the object to 0,0,0,(I may have moved the object to 0,1.5,0) infact i'm sure I did so try this setting first if your gonna try and recreate the effect.

Export the wall as .ase
do all the normall steps in jonwils importer with the following settings.

scenery type> wall straight
supports> none
extra perameters> none
position> 0,0,0,
size> 4,3,4,
size in squares 1,1
size flag> wall

everything else normal i.e. unknown 0 etc.

Potter
07-24-2005, 11:01 AM
Originally posted by MaxInfinity
created wall object in max 4x3x0.2 (full height wall)

selected affect pivot only and moved pivot to the bottom lefthand corner.
unselect affect pivot only.

Can you post both the ASE files ( that was dancing and that was correct ) here please?
This might have some clues to the "effect points" puzzle was jonwil trying to solve :noob:

MaxInfinity
07-24-2005, 02:34 PM
I've overwritten the ase file but give me a while I've recreated it a few times.

I've got the imported rct3 folders for both to hand if there any help. will do the ase files again in a mo.

actually the one I thought was right appears in the middle of a grid square in rct3 but I think I know why that is.

markuska
07-24-2005, 11:28 PM
Hey guys started a new stadium project:
here are the 3d screens:
http://img323.imageshack.us/img323/5454/s18ax.jpg

http://img323.imageshack.us/img323/7945/s29se.jpg

let me know what you think

marnetmar
07-25-2005, 12:38 AM
Looks pretty good markuska, other than the greyish textures need to be mapped a little better. :up: :up:

markuska
07-25-2005, 12:46 AM
Yea I thought about that too

JCat
07-25-2005, 12:52 AM
It does look good, and what Marnetmar said as well about the textures. A cool stadium texture would be nice! As it is now, I had to figure out what the surrounding area was a for sec, but then it hit me. You have the shape perfectly, just that one texture will make a world of a dif. :up:

marnetmar
07-25-2005, 01:05 AM
Maybe if you could get a texture of a big crowd of people to use for the "seating" area inside the stadium that might look good.

iceatcs
07-25-2005, 01:20 AM
Or someone will doing separate piece blocks like slope with seats, the stairs and hatch entrances etc…So that you can make re-designable stadium

markuska
07-25-2005, 02:00 AM
Ill try to use all of your suggestions but im new at this so it might not turn out that great.

MaxInfinity
07-25-2005, 06:35 AM
Ok Ive tried and tried and can't recreate the waving walls it happened 3 times in a row but now I cant do it and yes I overwrote all the files so thats the end of that.

I did notice something else while using max that may be of some help.

if I creat a wall piece and apply the texture or I create a wall piece and convert to editable mesh then add the texture, when I import into rct3 the wall piece appears very dark.
however if I create a wall piece and convert it to an editable poly and apply the texture, when I import into rct3 it appears to be the correct shade and the shadows seem to reflect on it properly which they don't do as a mesh. still cant get the texture to look right though and my wall is still appearing in the middle of a square in the rct3 grid instead of at the sides.

Potter
07-25-2005, 07:27 AM
Originally posted by MaxInfinity
Ok Ive tried and tried and can't recreate the waving walls it happened 3 times in a row but now I cant do it and yes I overwrote all the files so thats the end of that.
Ohhhh..... another cool effect gone to rust :eek: It would have been great if we had found the reason behind that ...

Anway, you said that you were having the OVL files right?
Can you post the style and object OVL here, and indicate the name of the object OVL?
Maybe jonwil can hack something out of it :(

* rant start * it would have been cool if we had reproduced it. it would have been cool if we had reproduced it. * rant end *

MaxInfinity
07-25-2005, 07:50 AM
eeeeeeeerrrrrrrmmmmm I overwrote those aswell.

Thats what happens when you get to my age, you discover something and don't even know you've discovered something.
hell I even forget my own..... err erm ooh oh yeah name sometimes, so I'll poke myself in the eye and beat myself with a big stick for overwritting the files. but hey like I said I'm old and I'm bound to screw something else up and discover something.

Potter
07-25-2005, 08:53 AM
Originally posted by MaxInfinity
eeeeeeeerrrrrrrmmmmm I overwrote those aswell.
well, well...
No need to poke yourself for it:confused: Everyone does such things.... but, just be on the lookout for such things in the future :D * you seem to have a lucky hand - finding a cool effect in first few attempts * LOL

stuk71
07-25-2005, 11:58 AM
HANGER 51 - Custom Set, soon ready for download

After the initial inspiration [Hydra] I set to work, read "all" this thread [officially have square eyes now], then got hold of 'milkshape' and started. I have not modeled in 3D before or imported anything into RCT3 - I love the results!

http://img294.imageshack.us/img294/4958/hanger5119cm.jpg (http://imageshack.us)

http://img325.imageshack.us/img325/6765/hanger5124jy.jpg (http://imageshack.us)

There are quite a few pieces to make up, and a variety of sheds/hangers can be made - all re-colourable, apart from the wood texture - Tested it out on a friend, they found it a bit complicated to build, so there is a bit of learning curve....No problem for us veterans, I'm sure...!!!!

I just wanted to say Thank you very much to everyone active on this thread, Especially Jon Will, you have really created something amazing for the community. I have also found a hidden talent, I didnt realise I had. All the tips made doing this 'quite' staright forward, still have some things to do. so I may ask a couple of questions later - as I cant see the answers here at the moment

Using the brand new Importer10, its great.....I don't have the knowledge of most of you guys who have worked your way through the various versions, alot of trial and error by what I read on here

See you around soon ;)

JCat
07-25-2005, 12:37 PM
I love your results too! Great work - looking forward to its release!

MaxInfinity
07-25-2005, 12:57 PM
they look great stuk71 keep up the good work.

I just discovered how to export textures from 3d studio into importer without using anyother program I know a lot of people use bitturn I think its called.

before you export to .ase convert object to NURBS object, then export.
The texture will appear upsidedown in rct3 will try uvwmapping to se if it works if not just turn your texture upsidedown in your paint prog, will let you know if uvw mapping or uvw unwrap works.

sorry if you already knew this but I was having big probs with mapping straight from 3dstudio.

danbo
07-25-2005, 04:14 PM
Has anyone tried to use GMax for this stuff? I am quite proficient in GMax as I build aircraft for MS flight simulator 2004 with it, it is essentially the free version of 3D Studio Max and dosent contain all the powerfull tools. I am pretty keen to start trying to do some modding in RTC 3 (in between my numerous other projects of course :D )

MaxInfinity
07-25-2005, 04:18 PM
gmax would be fine except I dont think it exports .ase file but I could be wrong and I usually am.

wrcousert
07-25-2005, 04:34 PM
Is it possible to create partially transparent pieces for the scenary importer? I need transparent floors to go along with the glass buildings.

How about transparent paths and stairs?

MaxInfinity
07-25-2005, 04:40 PM
you can use alpha maps with the new version of jonwils importer for transparencies.
though I hav'nt tried it myself yet.
as for paths and stairs I'm sure u could their still objects afterall.

ok tried uvw unwrap and as you can see from the pic it has no effect

http://www.damon-foord.pwp.blueyonder.co.uk/rct3mapping.jpg

The grey bits should not be visible their for a different wall piece and they should be at the bottom of the wall

Klinn
07-25-2005, 05:15 PM
Originally posted by wrcousert
Is it possible to create partially transparent pieces for the scenary importer? I need transparent floors to go along with the glass buildings. How about transparent paths and stairs? In addition to using an alpha mask, you can also use the "SIGlass" rendering style for the object. That's how I did my translucent tubes in the ElectroShock set, and how Pumper/MNM did the 'black glass' walls in their Dark Ride set.

About paths/stairs, so far we can't do any type of those, never mind transparent. JonWil is still hard at work decoding the extra data needed to support that type of object.

Edit: Beautiful looking shelters, Stuk! An impressive design that will stand out as quite unique amidst the regular RCT3 structures.

2nd Edit: I wish I could help with texturing, but I've barely even touched it. And with other non-RCT3 demands piling up lately, I'm not sure when I'll get a chance to experiment. Sgh.

JCat
07-25-2005, 05:22 PM
Max - you did that flip texture deal right?

Still, even though it's upside down, it looks cool. :D

WalkingSnake
07-25-2005, 05:24 PM
Originally posted by Klinn
In addition to using an alpha mask, you can also use the "SIGlass" rendering style for the object. That's how I did my translucent tubes in the ElectroShock set, and how Pumper/MNM did the 'black glass' walls in their Dark Ride set.

The only problem there is that the game sees it as a solid wall, and doesn't show many of the things behind it..

Using the glass walls in the darkride set, all I saw through them was peeps and paths. I didn't see the other walls behind it, I didn't see the stalls, etc..

marnetmar
07-25-2005, 05:26 PM
Those new station models look fantastic stuk71 :up: :up: :up: They'll be an excellent addition to the game.


Originally posted by danbo
Has anyone tried to use GMax for this stuff? I am quite proficient in GMax as I build aircraft for MS flight simulator 2004 with it, it is essentially the free version of 3D Studio Max and dosent contain all the powerfull tools. I am pretty keen to start trying to do some modding in RTC 3 (in between my numerous other projects of course :D )

As long as you can export/save the model in an 3ds or obj file, you can then convert it to an ASE file with Biturn & import it into the game with Jonwil's program.

MaxInfinity
07-25-2005, 05:37 PM
Originally posted by Pumper
Max - you did that flip texture deal right?

Still, even though it's upside down, it looks cool. :D
thanx pumper
yeah it imported straight from max it just means I'll have to use 2 textures instead of 1, one for the faces and one for the edges unless I can get the mapping to work in max. but for now i'll just create the textures upsidedown.

I also noticed in previous threads people were having trouble with lights on custom objects, I tried placing a lampost and a tourch in front of the wall and the lighting is fine, the tourchlight flickers on the wall etc

marnetmar
07-25-2005, 06:06 PM
Max, Is the whole wall supposed to look like the "blocks" on the lower part of the wall?

If so, you might try just using a single texture for the wall piece & when texturing, make copies of the top/bottom edge faces & side faces deleting the originals & map them how you want them, then regroup & see if that helps.

I don't use 3dsMax, but I remember someone mentioning something about this awhile back.

Those do look good :up:

MaxInfinity
07-25-2005, 06:21 PM
Thanx marnetmar

Yeah its supposed to be just the blocks showing on this particular wall.

Ive tried everything I can think off in max, UVWunwrap, UVWmap and even Xform mapping. I can get the texture perfect in max with any of the mapping techniques above but when I import into the game the object is mapped with the full texture instead of the part I mapped in max.

Like you say I'll just have to redo the texture without the grey bits for that particular piece.

There must be a way of exporting or mapping correctly from max afterall thats what frontier used and I find it hard to believe they would use something else for mapping when max's own mapping tools are more than efficient (I could be wrong again)
I'm still experimenting with the mapping in max I'll keep you posted if I learn anything. just got to resist the urge to start modeling until Ive sussed it and thats hard.

Klinn
07-25-2005, 06:23 PM
Originally posted by WalkingSnake
The only problem there is that the game sees it as a solid wall, and doesn't show many of the things behind it.. Using the glass walls in the darkride set, all I saw through them was peeps and paths. I didn't see the other walls behind it, I didn't see the stalls, etc.. Yup, I had the same issues with my transparent tube - rollercoasters inside would disappear, leaving the peeps zipping along in mid-air. :) But after JonWil extracted some data from the game's existing transparent objects (glass walls), I noticed there were some different flag values compared to regular solid walls. That might have something to do with it, maybe... (cross fingers) Sorry, I don't recall the exact data that was different, it's been a while since I looked at that spreadsheet, and my available time for experimentation is getting steadily more limited of late. :(

MaxInfinity
07-25-2005, 07:58 PM
Originally posted by Pumper
Max - you did that flip texture deal right?

Still, even though it's upside down, it looks cool. :D

sorry Pumper I must have had a blonde moment when I replied to your post earlier.

no I did'nt use the flip texture in max thanx for pointing it out it now appears the right way up in rct3. still cant map texture areas though I'm up to my 40th attempt now. I really need a break from this but its hard to stop once u get going.

iceatcs
07-25-2005, 08:05 PM
hmm, is anyone got a correct shadow shade on the object that its created from 3D Max?
i got UV mapper working in 3D max long time ago. Just flip the texture upside down in paint or PS.
But i dropped to using 3Dmax as it is too hard and never have made the shadow shades working.

MaxInfinity
07-25-2005, 08:41 PM
mapping a complete texture is not a problem iceatcs
the problem comes when I try to map only certain parts of the texture to my object I.E. UVWunwrap if you know how to do this in max please post the answer.

iceatcs
07-25-2005, 09:05 PM
Well, I dunno if you have solved the shadow shade, but I am believe that separate meshes group of each side that might get a prefect moving shadow shade in the game.

how to UVW mapping – Maybe it is not what you are really looking for but still help some of you,

(Am using 3D Max 7 SP1)
If you still on whole one object, then select it
- 'Unwrap UVW' in Modifiers Tabs
- Right side menu, Click Select on 'Unwrap UVW'
- Down on 'Parameters' tab, Click Edit
- New window pop up 'Edit UVWs'
- You can choose how the ways object to unwrap by 'Mapping' tab.
- You can copy picture of unwrap layout by screenprint or hypersnap.
- Use the layout mapping to make the texture easier.
- You can import the texture picture on the background in the 'Edit UVW' by Right top in 'Edit UVWs' window. Click Pick texture, Bitmap and find your texture you made.
- Save and import OVL
- Check working or not, but normally need to flip the texture and came prefect like I have some already successful but shadow error.

For Separated Side meshes-
I think it might be the same way above but you need every each alone.

MaxInfinity
07-26-2005, 06:36 AM
I think were getting our wires crossed a bit.

I know how to map in 3d studio and I can map and align the textures exactly how I want them, but when I import into rct3 it just maps the whole texture as if its lost the mapping coordinates I set.

If you convert your object to nurbs then export, the shadowing etc will be spot on, there is one drawback with converting to nurbs, your poly count will double, example my wall piece which in its original form is 12 polys or faces (6sides 2 faces per side =12) after coversion to nurbs this will become 24 polys or faces. you can use the optimize plugin which will reduce the poly count to 14. Be aware if you've modeled a complex object and covert to nurbs you may get undesirable effects so save your work before conversion and do the same when optimising.

hope this helps

iceatcs
07-26-2005, 06:56 AM
Still don't get what is your problem with it, oh well never mind i can't help you.

As long i know basic how to import the mapping coordinates from 3D Max prefectly.

CK the Fat
07-26-2005, 12:39 PM
To anyone who uses Adobe Photoshop, do you know how to get an image to convert to 8-bit BMP? My computer won't let me save the file in anything but 24 bits. The 8 bit and 4 bit options are grayed out.

Klinn
07-26-2005, 01:28 PM
Originally posted by CK the Fat
To anyone who uses Adobe Photoshop, do you know how to get an image to convert to 8-bit BMP? In my version of PS, go to the Image menu, Mode item, and select "Indexed Color...". In the dialog box that pops up, you can load a custom palette to use while converting (like the ones I did for recolourable objects) or just click 'OK' to convert your image.

Hope this helps...

CK the Fat
07-26-2005, 02:35 PM
I have the old 5.5 version but I'll try that.

Thanks.

Yep, the file is in 8 bit now.

bored_dude02
07-26-2005, 04:50 PM
<For starters, I am a complete novice at 3d modelling so sorry if I am using the wrong terminology or asking stupid questions. lol.>

Just a quick question. In anim8or, how do you apply a material to the 'top' (face) of a model without the image stretching? (For the record, i'm trying to design some ride backdrops and the only way I've been abe to design a vertical wall-type structure is by drawing a rectangle in the 'top' window."

(PS. I apologise in advance if this question has been asked before. I've done a search and had a look through the other posts but couldn't find any info.)

this is what i keep getting when i apply a picture to my model -
http://img285.imageshack.us/img285/9588/anim8or8fe.th.jpg (http://img285.imageshack.us/my.php?image=anim8or8fe.jpg)

One more question before i forget, the new version of Jonwils Scenery Editor lets you apply multiple textures, right? So could I apply two textures to my model (one on the front and one on the back.)?


Any help/info would be greatly appreciated,
Thanks,
Matt

marnetmar
07-26-2005, 05:45 PM
bored_dude02

From the look of the pic the texture on the top of the model is being applied from the front of the model. Which is why it looks all blurry, you'll need to select the faces of the top of the model & apply/map them from the "top" in anim8or. I don't have it, so I really can't tell you how to do it with this program.

I haven't used the new importer yet, but I believe you could use 2 different textures, one for the front & one for the back, but you'll probably have to duplicate/seperate these parts, so the importer knows their 2 different meshes.

bball_1523
07-27-2005, 07:18 PM
just wondering how I can put a real picture on the side of a wall using the necessary programs mentioned here?

marnetmar
07-27-2005, 11:43 PM
Originally posted by bball_1523
just wondering how I can put a real picture on the side of a wall using the necessary programs mentioned here?

You might take a look at Whiteflash's coaster car tutorial for the Milkshape modeling program. It explains a lot about making a model & applying the textures with Milkshape. It was originally written for the Ultimate Ride game, but the information will help with making the actual models for virtually any game. You can check it out to get an idea of how to make a model & apply the textures, a wall piece wouldn't be as complicated as the coaster car, but this explains a lot of things about the program. It's an 8 part tutorial & you can find it by clicking on the RCT3 Tutorials link in my signature.

bball_1523
07-28-2005, 03:33 AM
Originally posted by marnetmar
You might take a look at Whiteflash's coaster car tutorial for the Milkshape modeling program. It explains a lot about making a model & applying the textures with Milkshape. It was originally written for the Ultimate Ride game, but the information will help with making the actual models for virtually any game. You can check it out to get an idea of how to make a model & apply the textures, a wall piece wouldn't be as complicated as the coaster car, but this explains a lot of things about the program. It's an 8 part tutorial & you can find it by clicking on the RCT3 Tutorials link in my signature.

cool, thanks, I'll check it out sometime.

RCTXTreme
07-31-2005, 05:56 PM
I'm trying to create a custom scenery object using verion 11 of the importer, but am having a problem. When I go to create a new OVL file, I fill everything out: ASE file, Texture file, Mesh flag, ect, but when I go to save the OVL file I get a error saying "Can't save Scenery File due to missing data", then it crashes. Also I think I should add I don't know what the "Rrference" is, I've just been leaving it blank. I've searched and couldn't find anything, but haven't read the whole topic, so sorry if it has already been answered.

Thanks,
RCTXTreme

marnetmar
07-31-2005, 08:29 PM
Originally posted by RCTXTreme
I'm trying to create a custom scenery object using verion 11 of the importer, but am having a problem. When I go to create a new OVL file, I fill everything out: ASE file, Texture file, Mesh flag, ect, but when I go to save the OVL file I get a error saying "Can't save Scenery File due to missing data", then it crashes. Also I think I should add I don't know what the "Rrference" is, I've just been leaving it blank. I've searched and couldn't find anything, but haven't read the whole topic, so sorry if it has already been answered.

Thanks,
RCTXTreme

I'm not sure about the newest version, but it probably needs you to pick one of the catagories such as Generic, Spooky, Adventure before saving it.

jonwil
07-31-2005, 09:46 PM
That error probobly means that you didnt assign a texture and texture style to all meshes that arent marked "do not import"

RCTXTreme
07-31-2005, 10:49 PM
Thanks for your help but I still can't get it to work without crashing, here is a picture with the settings of the file I'm trying to import:


http://d9927121.a74.apachelinux.net/error.JPG

Sorry it's sloppy, I did it fast in paint.

jonwil
07-31-2005, 11:38 PM
What exactly happens when you import with those settings?

Crash? (if so, where?)
Error? (if so what?)

RCTXTreme
07-31-2005, 11:43 PM
Earlier I was getting an error (after clicking "Save scenery OVL") saying "Can't save Scenery File due to missing data", then it crashed saying "RCT3 tool has encountered a problem and had to close blah blah blah". Now it just crashes and I get the "RCT3 Tool has encountered an error" message.

drucifer67
08-01-2005, 02:09 AM
What 3D program are you using, RCTXtreme?

Are you using any booleans in your 3D model?

The only recurring crash bug I have now is when I try to use an .ase file that includes a boolean-cut object.

dantelabon
08-01-2005, 03:25 AM
Did I miss something? I am using version 10...is there a version 11 ??? If so, is the transparency fixed yet? I hope so...I've made SOOO many low-poly scenery objects to use. :)

Bigdrip681
08-01-2005, 02:05 PM
Holy crap theres a version 11??:eek: But I am still trying to figure out V 10! AAAHHHH!!!!:cry:

RCTXTreme
08-01-2005, 02:54 PM
Thanks for everyones help, drucifer67 was right, it was the 3D program I was using. I made it in another program and it worked fine. It has been installed in the game and works the way I wanted it to.

bladexdsl
08-01-2005, 04:46 PM
download link don't work

bladexdsl
08-01-2005, 04:46 PM
download link don't work