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um in version 11, why does my thing freeze on new object creation, i use anim8or i cant use it anymore?
dantelabon
08-01-2005, 05:07 PM
If there is indeed a version 11, could somebody please be so kind as to tell me where the download link is? Thanks
Um jonwill please dont kill me, if im not supose to give this out :|
well version 11 is here:
http://users.tpgi.com.au/adsloptd/rct3imp111.zip
RCTXTreme
08-01-2005, 05:10 PM
http://users.tpgi.com.au/adsloptd/rct3imp111.zip
EDIT: You beat me to it
Originally posted by bsod
Um jonwill please dont kill me, if im not supose to give this out :|
Don't worry, from RCTimp text file:
RCT3 File Importer Copyright 2005 Jonathan Wilson The RCT3 File Importer is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. See the file COPYING for more details.
dantelabon
08-01-2005, 05:20 PM
Thanks guys :)
RCTXTreme
08-01-2005, 05:30 PM
Jonwil, is there any chance of creating an exporter program that give you the 3D model and not just the texture? This way we could create walls and roofs easier because we would have models direcly from the gtame to base their size and position on. ONce again, soory if it has already been answered, but I don't have time to read a near 60 page topic.
Klinn
08-01-2005, 07:32 PM
Originally posted by RCTXTreme
Jonwil, is there any chance of creating an exporter program that give you the 3D model and not just the texture?That would open up the door to possible copyright problems, i.e. redistribution of Frontier's property (models). Since the modding community is trying to get along with Frontier & Atari, e.g. asking for their help in decoding the file format, then it behooves us to ensure no accidental leaks of their hard work ever occurs.
Once you've done a few new models for the game, the sizing becomes pretty much second nature. E.g., you know how big a standard wall is, so you can stack 'em up beside other things to 'measure' them in-game, etc.
rforeman
08-01-2005, 10:39 PM
Will your Tutorial For Using Jonwil's RCT3 Importer help in using the new one that was just released or are there too many changes to be able to understand it?
dantelabon
08-01-2005, 10:54 PM
Yeaaa..sweet...no more flipping bitmaps :). Great work Jonwil. Is the alpha (transparency) working ? Is anyone able to get one working with transparency? If so, how?
RCTXTreme
08-01-2005, 11:37 PM
Originally posted by rforeman
Will your Tutorial For Using Jonwil's RCT3 Importer help in using the new one that was just released or are there too many changes to be able to understand it?
While the overall layout of the importer may have changed, I still found Klinn's tutorial a very useful tool. After all, it isn't hard to figure out when he says "click the open tab, then select save" in the old importer, it means "click the 'save' button under the mesh list" for the new importer. Even thought it has many new features since the tutorial was made it is still very helpful for figuring out the "main" process.
rforeman
08-01-2005, 11:39 PM
Originally posted by RCTXTreme
While the overall layout of the importer may have changed, I stall found Klinn's tutorial a wery useful tool. After all, it isn't hard to figure out when he says "click the open tab, then select save" in the old importer, it means "click the 'save' button under the mesh list" for the new importer. Even thought it has many new features since the tutorial was made it is still very helpful for figuring out the "main" process.
Thanks I am going to give it a go. :)
iceatcs
08-02-2005, 08:53 AM
been trying to alpha, but seen didn't work at all.
i have saved an Alpha (black and white) 8bits BMP but it didn't masked or transparent at all..
do you know why?
is it only work the speical alpha file, not normal 256 colors with black and white.?
thanks
whoa we can get textures for current rct objects? if so how? soumeone should release a tut :P klinn!! :P
Klinn
08-02-2005, 11:59 AM
Originally posted by RCTXTreme
While the overall layout of the importer may have changed, I stall found Klinn's tutorial a wery useful tool. I'm glad that old mini-tutorial still can provide some assistance, despite all the changes and improvements to JonWil's Importer.
Unfortunately, I don't have time to update it. In fact, I haven't had time to even use version 10 or 11 of the Importer yet! :( Dang real-life demands are cutting into my precious RCT3 time... :)
iceatcs
08-02-2005, 12:17 PM
i might update Klinn's tuturial for importer v.11.1 if i have a time,
but can't promise, but along it will help myself, cos i am kind easy to get lost.
P.S. if you like to custom the slide supports, check it out here (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=485934)
tikitiki
08-02-2005, 01:12 PM
Originally posted by iceatcs
i might update Klinn's tuturial for importer v.11.1 if i have a time,
but can't promise, but along it will help myself, cos i am kind easy to get lost.
P.S. if you like to custom the slide supports, check it out here (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=485934)
isn't v.11.1 already out?
iceatcs
08-02-2005, 01:14 PM
yep 11.1
somewhere near last post (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=484818)
tikitiki
08-02-2005, 01:15 PM
Originally posted by iceatcs
yep 11.1
somewhere near last post (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=484818)
sorry, mis read your post :rolleyes:
iceatcs
08-02-2005, 01:35 PM
i have updated the klinn's tutorial for v11.1
http://www.iceatcs.co.uk/RCT3/Tutorial_For_Using_Jonwil's_RCT3_Importer_Program_V11.1.htm
Any suggest or error report?
greate tut thanks!
omg look at this great 3d modeling program called Blender! http://www.blender3d.org/cms/Blender.31.0.html
its really nice looking 2, and not hard to learn!
im having a small problem when i use any 3d program or game, myscreen changes colors from red 2 green 2 blue, can someone help me i have an ati radeon 9200 i know it sucks but it didnt use to do this before, thanks!
U.L. Shadow
08-04-2005, 09:32 PM
I tried the link for the editor, but I got a "Not Found" message.
marnetmar
08-04-2005, 10:01 PM
Originally posted by U.L. Shadow
I tried the link for the editor, but I got a "Not Found" message.
Try this link Shadow, it's the newest version of the importer
http://users.tpgi.com.au/adsloptd/rct3imp111.zip
DJ Atomix
08-04-2005, 10:14 PM
Does it have to be a mesh? Or can it be a Beizer Curve for a logo?
marnetmar
08-04-2005, 10:50 PM
mesh, what program are you using to make this?
U.L. Shadow
08-05-2005, 11:20 AM
Originally posted by marnetmar
Try this link Shadow, it's the newest version of the importer
http://users.tpgi.com.au/adsloptd/rct3imp111.zip
Thanks. Now where do I put it?
DJ Atomix
08-05-2005, 12:20 PM
Anywhere! But unzip it. And I use Blender. So I can't even make this logo below a piece of scenery?
http://img150.imageshack.us/img150/6257/twizzler7vk.jpg
shapiro
08-05-2005, 01:26 PM
I little confused it.
I wanna know about these have tutorial.
Alec
marnetmar
08-05-2005, 05:42 PM
Originally posted by DJ Atomica
Anywhere! But unzip it. And I use Blender. So I can't even make this logo below a piece of scenery?
You should be able to use Blender to make models for import into the game DJ. As long as you can save/export it as a 3ds or obj file, you can then convert it to an ASE file with Biturn & import with Jonwil's program.
Originally posted by shapiro
I little confused it.
I wanna know about these have tutorial.
Alec
Alec, check out the link below:
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=486388
DJ Atomix
08-05-2005, 07:01 PM
So I could use anything if it is a obj or 3ds file? But how to I make a Beizer curve into a uv map for the texture? I'll just wing it.
iceatcs
08-06-2005, 10:37 PM
What format of PNG for icons?
I'm having a problem to getting it visiable.
However, I am not sure what is wrong, but i am wonder which bits (8bits or 16bits, etc..) to save in photoshop.
{EDIT} I got it, flipped the picture and come out prefect,
jonwil
08-07-2005, 12:18 AM
So you mean that when you use a .png file for icons the icons have to be flipped vertically so they come out the right way in-game?
If so, that is a bug that will be corrected in the next version of the importer...
iceatcs
08-07-2005, 12:38 AM
yep flipped the icon texture, to get the right way in-game
jonwil
08-07-2005, 12:59 AM
hmmm ok, I will have to confirm that myself to see exactly how things should be stored.
shapiro
08-07-2005, 01:11 AM
Neeed to help!!!!!!!!!!!!!!!!!!!!!:cry:
Alec
tikitiki
08-07-2005, 01:14 AM
Originally posted by shapiro
Neeed to help!!!!!!!!!!!!!!!!!!!!!:cry:
Alec
Do you mind speaking english, then maybe we could understand your problems a little better? :confused:
shapiro
08-07-2005, 01:36 AM
HUH?
Do you mind speaking english, then maybe we could understand your problems a little better?
I'm not IDIOT..........
Look, I'm deaf and hearing impaired.. I'm english guy. I'm from america!!! I'm young man!
Read my lip!:weird:
Need to help!!!!!!!!!!!!!!!!!!!!!!!!!! for jonwil
Alec
bctrainers
08-07-2005, 02:01 AM
Guys please, keep it cool. We have been going quite well in this topic, lets not ruin it by a flame fest please. :)
iceatcs
08-07-2005, 02:04 AM
if you want to help, then please can you give us more details of what is your problem.
shapiro
08-07-2005, 02:21 AM
Ok,
I can making any models for RCT3. I wanna know about Gmax or other able to RCT3.
And so, I have a Gmax and textures. I still made it for TRS2004 game.
Look this screen here
http://img159.imageshack.us/img159/8269/untitled21jc.jpg (http://imageshack.us)
When I made any 3D models for done Then which's one "export or import"??
this look alike Scency Editer.That's why I'm saying " need to help..
And any guys can help me get PM me anytime..
What u think?
Alec
jonwil
08-07-2005, 02:35 AM
You cannot use GMAX to make 3D models for Rollercoaster Tycoon.
Potter
08-07-2005, 03:29 AM
Hi shapiro,
Like jonwil had mentioned earlier, there is no direct way of exporting models from GMax into RCT3, as you might have done for TSR 2004.
But there is a round about process you can try... that will not be as easy as exporting models for Trainz.....but, if you really prefer GMax, it is worth a try :)
You need to download the Gmax Plugin to export to MD3 from here (http://www.catalyst.net/extras/plugins/MaxImport/Max5/ExportMD3.zip)
you can use the plugin to export the required model in Quake3 format (*.MD3)
Then use Biturn (http://mirex.mypage.sk/FILES/bi085.rar) to convert that to ASE.
Then, do things exactly as per this tutorial (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=486388) and you should (hopefully) be able to import your model into RCT3 :heart:
And if you face any issues during conversion, please try to explain about the problem as much as you can so that others can understand it.
There are a lot of people in this forum who would love to help those having trouble. But, for them to be able to help, they have to get as much information as possible so that they can understand the problem you are facing. So, the next time you find some issues, please try to give as much information as possible :D
shapiro
08-07-2005, 04:19 AM
Potter,
Thank you for advice for help.
There's one thing problem link.
You need to download the Gmax Plugin to export to MD3 from here
It's not work link.
Pls give try again those link. If it's work.
If I have any problem. Can I reach you email and chat messenger. It's not really too much bother chat messenger while.
Alec
Potter
08-07-2005, 04:46 AM
Originally posted by shapiro
There's one thing problem link.
It's not work link.
Pls give try again those link. If it's work.
Sorry about that...
Try this link (http://pages.videotron.com/browser/Downloads/GMAX/plugins/ExportMD3_gmax_beta1.zip) to export to MD3
Originally posted by shapiro
If I have any problem. Can I reach you email and chat messenger.
It would be better if you just post your issues here :noob: There a lot of modders who are more experienced than I am in using this tool, who would love to help - provided you give enough explanation of the problem ;)
shapiro
08-07-2005, 05:01 AM
Pottor,
I already put into in gmax plugin. And I checked gmax. It's success!!.
I wanna saying you Thank you very much!. Look up time. I gonna bed well! LOL, I'm gonna crazy for time lately.
Maybe other day I may making these gmax into RCT3. If there work.. I hope so.My finger's cross....
Friendly,
Alec
can someone make a tut or help me, i can create an object in animator and import it, but the actual texture parks i cant get! i want it to be good i want to be able to apply a texture to it and be shiny, not dark ? can anyne help thanks
WalkingSnake
08-07-2005, 05:13 PM
Originally posted by bsod
can someone make a tut or help me, i can create an object in animator and import it, but the actual texture parks i cant get! i want it to be good i want to be able to apply a texture to it and be shiny, not dark ? can anyne help thanks
Have you read through this thread? I know there's alot of pages, but just a few pages back there was some discussion on Anim8or.
Originally posted by WalkingSnake
Have you read through this thread? I know there's alot of pages, but just a few pages back there was some discussion on Anim8or.
i cant use any other program they are too hard, i have blander anim8or is not compatabvle now?
WalkingSnake
08-07-2005, 09:26 PM
Originally posted by bsod
i cant use any other program they are too hard, i have blander anim8or is not compatabvle now?
What? Where did you read that anim8or doesn't work? Just export it and use biturn to convert.
i did, it freezes, whne i create ovl?
iceatcs
08-07-2005, 09:40 PM
bsod - try follow everything i updated klinn's old tutorial for v11.1
http://www.iceatcs.co.uk/RCT3/Tutorial_For_Using_Jonwil's_RCT3_Importer_Program_V11_1.htm
markuska
08-08-2005, 06:31 PM
Hey guys have started a new project: billboards.
Heres what I have done so far in the 3d model:
http://img168.imageshack.us/img168/8333/jurrasicparkbillboard0dd.jpg
I will evetually have them as different pieces: base, top base, floor, and billboards.
Klinn
08-08-2005, 06:43 PM
Looks great Markuska! Are the supporting post and catwalk parts going to be recolourable or always grey?
Of course, billboards are always associated with spotlights illuminating them. ;) Since we can't produce our own lights yet, I wonder if it would be possible to position your models so one of the game's existing scenery lamps could be integrated into the billboard structure. For example, the miner's lamp has kind of a curved neck, if the billboard was positioned so the lamp's main post was just behind it (or embedded within it), then just the curving neck and light source would hang out over the front of the billboard and light it up. (hope this description makes sense!)
Just a suggestion...
CTHULHUx
08-08-2005, 06:45 PM
That looks sweeeeeeeeeeeeeeet!
http://instagiber.net/smiliesdotcom/otn/blobs/boldlblue.gifhttp://instagiber.net/smiliesdotcom/otn/blobs/boldpurple.gifhttp://instagiber.net/smiliesdotcom/otn/blobs/boldblue.gif
markuska
08-09-2005, 12:05 AM
Klinn>> If you want them to be recolourable I will make them recolorable. And yes i get what you mean. That would take some time but Ill see what I can do. On a side note, the grey things attached to the bar were supposed to be spotlights.
marnetmar
08-09-2005, 06:11 PM
That looks very nice markuska, a very good idea also :up: :up:
RCTXTreme
08-09-2005, 09:42 PM
Sorry if it is already known, (I haven't seen it mentioned) I was playing around with the importer the other day by changing some of the flags on some in game objects and found that flag 14 is the feature that allows fences and walls to take the slope of the land they are on.
marnetmar
08-09-2005, 09:47 PM
Originally posted by RCTXTreme
Sorry if it is already known, (I haven't seen it mentioned) I was playing around with the importer the other day by changing some of the flags on some in game objects and found that flag 14 is the feature that allows fences and walls to take the slope of the land they are on.
Nice find RCTXTreme :up: :up: I don't remember hearing anything about this flag before.
jonwil
08-09-2005, 10:05 PM
Good job RCTXTreme, now if we can only find out what all the other unknowns do :)
I am surprised more people havent tried to "fiddle" with the unknowns to see if they can work out what they do.
MaxInfinity
08-10-2005, 09:11 AM
:up: :up: :up: :up: Good work RCTXTreme
aoshi
08-10-2005, 04:39 PM
I'm trying to download the editor and I'm getting a page cannot be displayed error. I wanted to finally try this out :p
Originally posted by aoshi67
I'm trying to download the editor and I'm getting a page cannot be displayed error. I wanted to finally try this out :p
This should work: http://users.tpgi.com.au/adsloptd/rct3imp111.zip
aoshi
08-10-2005, 05:10 PM
Originally posted by Pumper
This should work: http://users.tpgi.com.au/adsloptd/rct3imp111.zip
Thank you, it does :D
I'm going to hopefully learn 3D Studio and make some custom scenery...hopefully :p
tmb11
08-12-2005, 01:59 PM
Where do you extract it to?
Coaster_Phantom
08-15-2005, 12:34 PM
I have a shadow problem and I don't know how to solve it. Can someone help me, please?
This is what I get:
http://www.pixum.nl/members/rikkiej666/?act=a_view&album=1826536&i_pos=1&ktw=826dab8c53a2294dd7d1cc2ec5432da6
The shadows are all mixed up.
MaxInfinity
08-15-2005, 02:43 PM
your object axis needs to be aligned to both object and world in 3d studio or whatever prog you are using. If you don't align these properly your shadowing will be wrong.
Coaster_Phantom
08-15-2005, 02:54 PM
Thanks Max. I'm using anim8or, but I'll try it.
eric24x
08-15-2005, 04:29 PM
i cant download the program in the first reply.
it says page cannot be displayed!
thanks!!
eric:noob:
^ Look 6 messages above you, a working link is there.
soulknot
08-16-2005, 06:09 AM
Hello,
I begin to model a scenery ,to : http://battor77.cliranet.com/index.php?showtopic=850&st=0&#entry7013 ,and when i want to add the texture a message : "Texture not sqare 8bpp image height/width a power of 2 ,my texture is in 8bits and it does 256colors (indexed) .
Can you help me
Sorry for my bad english ,i m french .
Coaster_Phantom
08-16-2005, 06:29 AM
The size of your texture has to be the same in both width and height. (Example: 2x2pxl , 4x4pxl , 6x6pxl , 250x250pxl , etc.)
Caffinated
08-16-2005, 06:41 AM
Originally posted by Coaster_Phantom
The size of your texture has to be the same in both width and height. (Example: 2x2pxl , 4x4pxl , 6x6pxl , 250x250pxl , etc.)
Close there...
8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512 are all vaild sizes (that's the power of 2 part, not sure if below 8 or over 512 would work since I never tried it, but theoretically 2x2, 4x4, and 1024x1024, 2048x2048 and up should work if there wasn't further limitations placed on texture size.)
@soulknot -
Double check your bitmap size and color depth and keep trying is the only thing I can really say :(. (Which version are you using as well? Don't know if that will make a difference, but it might.)
While I don't know french, I think I could extract that you are also having alignment and positioning issues? (Model on it's side).
RCT doesn't use the standard vertical axis that you see in your software. I've found that rotating the whole model after everything is done works for me (using Milkshape, Mileage may vary with other programs).
The rotation I do is negative 90 degrees around the Z axis (make sure it rotates around the origin and not center of mass).
If you already figured that part out, you can disregard that whole long thing I just typed :).
Good luck with the importer, once you start getting your own creations into the game, it's a great feeling.
Battor77
08-16-2005, 06:48 AM
Hi ,
soulknot has speaken for me ,in his post (i didn't can to register in this forum) .
Sorry for my bad english .
Thank you very much ,the problem goes to Photoshop . :D
Battor77
08-16-2005, 08:32 AM
The firsts pictures of futurs pack , the theme will can to be ,scenery of reals parks .
http://img134.imageshack.us/img134/2498/14ap1.th.jpg (http://img134.imageshack.us/my.php?image=14ap1.jpg)http://img216.imageshack.us/img216/1686/29vk.th.jpg (http://img216.imageshack.us/my.php?image=29vk.jpg)
Battor77
08-16-2005, 10:42 AM
I have a other problem :
http://img82.imageshack.us/img82/448/16qu.th.jpg (http://img82.imageshack.us/my.php?image=16qu.jpg)
I don't can to insert the scenery .
Caffinated
08-16-2005, 12:23 PM
I think we saw this earlier with the "Position" and the "Size in Squares" boxes in the importer.
Make sure that Position is 0 for X,Y,Z
Make sure that Size in Squares is 1 for X,Y
May also want to set the Size to 1 for X,Y,Z
Battor77
08-16-2005, 12:53 PM
Thanks you :)
Here ,my new scenery ,this is a scenery extract to Wald diney studio france .
http://img218.imageshack.us/img218/1017/19yj1.th.jpg (http://img218.imageshack.us/my.php?image=19yj1.jpg)
W1ckeD
08-16-2005, 02:28 PM
Question : How do i import this thing into RCT3:
http://img315.imageshack.us/img315/9357/11111111111yh.jpg
It's made with Gmax :)
I hope any can help me :D
Battor77
08-16-2005, 05:22 PM
Use rct3imp
darth rct
08-17-2005, 05:04 AM
Originally posted by Battor77
The firsts pictures of futurs pack , the theme will can to be ,scenery of reals parks .
http://img134.imageshack.us/img134/2498/14ap1.th.jpg (http://img134.imageshack.us/my.php?image=14ap1.jpg)http://img216.imageshack.us/img216/1686/29vk.th.jpg (http://img216.imageshack.us/my.php?image=29vk.jpg)
wow can i have this one it will be cool because i love disney
Battor77
08-17-2005, 05:26 AM
It will be in a pack ,patience . :D
Aviador
08-17-2005, 09:05 AM
Could someone do a 3D Studio tutorial for texturing?
I tried importing to MilkShape the model and texturing by sides but when i convert it with biturn it appear as 0 objetcs converted ???
I am using 3D Studio for modelling so if someone coud do a resume about how to texture it cool for RCT it would help me a lot.
PS. What happened with the project of Miss O and Guybrush? They were doing fine
Battor77
08-17-2005, 09:14 AM
I have a problem :bulb: .
When i have two differents icons ,in rct3imp ,the game stop at loading .
For insert two icon ,
I do "Icon Texture" > "Add" > "Texture Name"/Icon1 > "Texture Filename"/icon1.png > "Ok"
"Icon Texture" > "Add" > "Texture Name"/Icon2 > "Texture Filename"/icon2.png > "Ok"
Next i do "Icon References" > "Add" > "Icon Name"/Icon1 > "Top"/0 > "Left"/0 > "Bottom"/64 > "Right"/64 > In the list i select Icon1 .
"Icon References" > "Add" > "Icon Name"/Icon2 > "Top"/0 > "Left"/0 > "Bottom"/64 > "Right"/64 > In the list i select Icon2
When there is one icon the game no stop in loading .
Can you help me ,please ?
Coaster_Phantom
08-17-2005, 09:55 AM
Originally posted by Aviador
Could someone do a 3D Studio tutorial for texturing?
I tried importing to MilkShape the model and texturing by sides but when i convert it with biturn it appear as 0 objetcs converted ???
I am using 3D Studio for modelling so if someone coud do a resume about how to texture it cool for RCT it would help me a lot.
PS. What happened with the project of Miss O and Guybrush? They were doing fine
You can find the tutorial here:
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=485806
W1ckeD
08-17-2005, 02:50 PM
Ok i got a ASE model now ( a logo)
Only i dont get anything of that importer :(
You need to fill in so many things but i dont get it
I hope some one can help me
Thanks :)
Coaster_Phantom
08-17-2005, 03:20 PM
Originally posted by W1ckeD
Ok i got a ASE model now ( a logo)
Only i dont get anything of that importer :(
You need to fill in so many things but i dont get it
I hope some one can help me
Thanks :)
You can have a look at this thread:
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=486388&highlight=tutorial+scenery+importer
It's a tutorial jonwil made for scenery importer 111. And I believe there's also a tutorial included in the scenery importer 111 download, this one is made by klinn for an earlier version, but a couple things are still the same. With the scenery importer 111 you can also load sid-files, then don't you have to fill in so many things.
Battor77
08-17-2005, 04:30 PM
Originally posted by Battor77
I have a problem :bulb: .
When i have two differents icons ,in rct3imp ,the game stop at loading .
For insert two icon ,
I do "Icon Texture" > "Add" > "Texture Name"/Icon1 > "Texture Filename"/icon1.png > "Ok"
"Icon Texture" > "Add" > "Texture Name"/Icon2 > "Texture Filename"/icon2.png > "Ok"
Next i do "Icon References" > "Add" > "Icon Name"/Icon1 > "Top"/0 > "Left"/0 > "Bottom"/64 > "Right"/64 > In the list i select Icon1 .
"Icon References" > "Add" > "Icon Name"/Icon2 > "Top"/0 > "Left"/0 > "Bottom"/64 > "Right"/64 > In the list i select Icon2
When there is one icon the game no stop in loading .
Can you help me ,please ?
This problem is important for the evolution of pack .
Hmm...interesting. Since I finished the supports, I decided to start using version 11, as I want to expand the set. When creating a 64 x 64 png icon, and assigning it, the program crashes.
My question is: I've been making a one large grid 512 x 512 BMP with all my icons and never had a problem. This time, for version 11, and for test purposes, I only made a single 64 x 64 png (transparent background). The program bombs out upon loading with overlay errors. Even if the icon isn't assigned - the fact that it's just present causes the crash.
marnetmar
08-17-2005, 05:37 PM
Pumper, I wonder if those png images have to be 8 bit or 24 bit to work with the importer. Maybe that's the problem.
Battor77
08-17-2005, 05:50 PM
I retest with a new directory ,and a new theme and the game crash like before .
It is a picture of directory :
http://img141.imageshack.us/img141/3817/sanstitre35pl.jpg
I think the problem no is in icons png because when the icon are only ,there isn't problems ,it's only when there are two ore more icons textures .
Thanks Marn - I'm going to have to backtrack to the many messages - I saw something about this but now I can't find it. Last night I searched through tons of messages. . I saved it as 24 bit.
Another interesting result. I took my 512 x 512 bmp grid for Steelworx, converted it to PNG format, and simply reassigned each object to the updated texture (not touching the measurements for each as they were properly assigned); the result:
It actually loaded all my objects in the game but half of the icons were solid black boxes, while the other half acutally came through.......upside down.
marnetmar
08-17-2005, 05:59 PM
I remember someone saying they had to flip the texture file to get it to come out right in the new version. I have no idea about the "blackout" though lol
stuk71
08-17-2005, 06:28 PM
They sure do need to be flipped
Wait, so now, the in game object textures no longer have to be flipped, but now the icons have to?
Thanks for the replies - I still am weirded out by the black icons, though.
iceatcs
08-17-2005, 06:37 PM
I have sort of same problem with PNG but I fixed by other old PNG picture than only work.
So I have look which PNG format it used, then I can use the same format for new PNG, but I can't remember which format.
All I can tell that this working PNG format using power of 2 with 199dpi horizontal and vertical resolution. It used 64 Bit Depth.
Battor77
08-17-2005, 06:42 PM
Here i have upload a directory whith files and theme ,which is unavailable : Here download (http://battor.77.free.fr/stockweb/Disneystudio.zip)
Can you to look at the file for said me ,what is the problem .
Gibdo
08-19-2005, 03:12 PM
There is entirely too many pages in this thread. :p
I'm sure its mentioned somewhere in here, but would be hard to find, so I'll ask again.
When I imported my model, The alignment is off. The center of the object, in this case, a simple textured wall, is riding in the center of the grid. I mean that the center of 4 grid blocks. Is this directly related to the placement of the pivot point in 3ds max?
Second, the object turns automatically, like some of the corner pieces usually do, but I want it able to be rotated by using the rotation button, like the walls. Is there a certain flag or something that needs to be set?
Caffinated
08-19-2005, 03:25 PM
The alignment thing:
Check your centering on the axes, when looking in the default front view with the face of the wall toward you, it should centered along the X axis. (This is after rotation, pre-rotation it will be centered along the Y axis).
The Wall Snap thing:
This is driven by the "Size Flag" value. Size flag "Wall" will have the object react like a wall, hence it snaps to the edges. Try using "Full Tile" for this (you may have to reposition the item along the Z axis to get it to the edge of the ground square).
Gibdo
08-19-2005, 03:40 PM
I understand the wall thing. It is set to wall at the moment, I'll have that changed. I wondered why some of the wall sid files were set to Full Tile. :p
I'm not sure I understand you about the alignment though. Here is some images to clarify things.
http://www.sanffo.co.uk/~gibdo/Files/Junk/Grid.JPG
http://www.sanffo.co.uk/~gibdo/Files/Junk/Max.JPG
In max, I've had the pivot in 3 locations. Once in the center of the object, once in the center and the object positioned 2m lower on the z axis, and in the position in this screenshot. After updating my them with a new model, I still get the same results.
Please explain a bit more if you don't mind. :)
Thanks
Caffinated
08-19-2005, 03:49 PM
That was me misunderstanding your alignment issue ;).
You have to rotate your model in max for it to align properly in the Game. I don't use max, but in Milkshape I've found that Rotating the model by Negative 90 degrees around the Z-axis does it for me. It should be similar in max.
<edit>
Make sure that you're rotating based on the ORIGIN too (of there's an optin for this in max). Just rotating the model itself won't work.
Gibdo
08-19-2005, 04:14 PM
Hehe, thanks
I was trying to hit this before anyone replied... *embarassed*
I found out my problem was that unlike the first time I clicked Install Theme, the next times created a Style folder in my root directory. Now even if I delete the theme from the folder beforehand, It still creates the theme in c:\Style\...
Thats why I wasn't seeing any changes, and it makes it a WHOLE lot easier to see which way you need to adjust the pivot. I just don't know why it won't install the theme in my RCT3 directory anymore. Its a hassle to move it everytime I make changes.
And my mistake about the walls. I'm silly, walls don't have to be rotated. I don't know what made me think that.
Anyway, how do you turn off collision? Is it in the importer, or in the modelling program? Atm, I can place walls on top of each other and they can be deleted just like any other walls. I like that, I always thought it was a bother to have to manually delete custom scenery before because it wouldn't delete with the trash can button. I assume thats because collision is off?
Battor77
08-20-2005, 06:58 AM
Hi ,
How apply transparency on textures ?
Thanks
@+
uncle_adolph
08-20-2005, 07:51 AM
Can you open up, say a wooden roof and delete 3/4's of it so that we can have 1/4 tile rooves and BB's?
And also, is there something that tells you what all the tickboxes (and other things), flags etc do?
-Ben
Caffinated
08-20-2005, 10:36 AM
Originally posted by Gibdo
Hehe, thanks
I was trying to hit this before anyone replied... *embarassed*
I found out my problem was that unlike the first time I clicked Install Theme, the next times created a Style folder in my root directory. Now even if I delete the theme from the folder beforehand, It still creates the theme in c:\Style\...
Thats why I wasn't seeing any changes, and it makes it a WHOLE lot easier to see which way you need to adjust the pivot. I just don't know why it won't install the theme in my RCT3 directory anymore. Its a hassle to move it everytime I make changes.
And my mistake about the walls. I'm silly, walls don't have to be rotated. I don't know what made me think that.
Anyway, how do you turn off collision? Is it in the importer, or in the modelling program? Atm, I can place walls on top of each other and they can be deleted just like any other walls. I like that, I always thought it was a bother to have to manually delete custom scenery before because it wouldn't delete with the trash can button. I assume thats because collision is off?
Good to hear you got it working, not sure of the style\themed folder thing...I've heard of this before but never had mine do it.
Maybe for V11.2 Jonwil could implement a small dialog box where you choose the install path for the game. This could save it locally as a variable (wherever these things get saved...I've only ever played with txt files importing into programs). This would be used to prevent this such occurance (and when the install path may not be quite right in the registry).
Turning off collision is much easier than turning it on. Simply leave the proper unknowns at 0 and keep flag 33 unchecked. (It's more a matter of turning it *on* rather than off ;)).
Checking flag 33 will give you the blue placement square, enable collision on paths (but not other scenery or rides), and enable the mass delete tool.
For adolph,
We currently don't have access to the original game models, only the textures using Jonwil's texture dump program. While making 1/4 roof tiles wouldn't be tough, it would be difficult to match them exactly to the sets that are already in the game.
Lastly, The only unknowns and flags that I know are...
Unknown 8 - Set to 3 to enable collision
Unknown 6 - Along with collision - Set to determine how many clicks of space the collision takes up vertically (i.e. how many vertical clicks the next item will be shifted up). For some reason, 3 doesn't work quite right on this.
Flag 33 - As mentioned above
Flag 14 - Allows the scenery to stretch along tile edges to match terrain slope (the way the fences are in the original).
<edit>
Sorry Battor, transparency is something I haven't played with yet, so I really have no idea there.
Battor77
08-20-2005, 11:33 AM
Here my beta first pack : http://battor.77.free.fr/dl.php?id=503
uncle_adolph
08-20-2005, 12:37 PM
Originally posted by Caffinated
For adolph,
We currently don't have access to the original game models, only the textures using Jonwil's texture dump program. While making 1/4 roof tiles wouldn't be tough, it would be difficult to match them exactly to the sets that are already in the game.
Lastly, The only unknowns and flags that I know are...
Unknown 8 - Set to 3 to enable collision
Unknown 6 - Along with collision - Set to determine how many clicks of space the collision takes up vertically (i.e. how many vertical clicks the next item will be shifted up). For some reason, 3 doesn't work quite right on this.
Flag 33 - As mentioned above
Flag 14 - Allows the scenery to stretch along tile edges to match terrain slope (the way the fences are in the original).
<edit>
Sorry Battor, transparency is something I haven't played with yet, so I really have no idea there.
Thanks!!! It's a shame we can't edit other scenery. Also, thnaks for the unknowns and flags.
-Ben
unknÈwn
08-20-2005, 12:47 PM
are there any like tutorials for this importer, because i just can't get it to work, i fill in everything, and when i go to save it says "unable to save due to missing data", i have no idea what im doing wrong.
iceatcs
08-20-2005, 12:54 PM
It is more likely step by step than tutorial.
http://www.iceatcs.co.uk/RCT3/TutorialForUsingJonwilsRCT3ImporterProgramV111.htm
[edit] between, my site is down atm i dunno why, but should be reopen soon
Ste8534
08-20-2005, 01:20 PM
Was the download to this scenery editor removed, I tried to reach the link and i cannot access it
iceatcs
08-20-2005, 01:31 PM
now it is working link
ken2633
08-20-2005, 01:33 PM
Originally posted by marnetmar
Try this link Shadow, it's the newest version of the importer
http://users.tpgi.com.au/adsloptd/rct3imp111.zip
Had to "Search" for it myself, but found it.
Gibdo
08-20-2005, 01:49 PM
Originally posted by Caffinated
...only the textures using Jonwil's texture dump program.
Hmm? Where would this be? I've thought of using these textures for my own use.
Caffinated
08-20-2005, 03:12 PM
The texture dump program is here (http://modstothemax.net/pages/rct3_tools.php). (Had to find it in marnetmar's sig ><)
CTHULHUx
08-20-2005, 03:34 PM
Originally posted by Battor77
Here my beta first pack : http://battor.77.free.fr/dl.php?id=503
When do you plan on releasing that?
Is it released already?
Milkdud
08-20-2005, 03:50 PM
Originally posted by CTHULHUx
When do you plan on releasing that?
Is it released already?
Jup.
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=489032
uncle_adolph
08-20-2005, 03:53 PM
When I open the dumper I get this error:
http://img.photobucket.com/albums/v99/uncle_adolph/dumpprob.jpg
-Ben
Edit: I dl'ed the .dll and it works... But how can we get the textures? Because we can only view them, can we open the textures and then save them to use for other objects?
CTHULHUx
08-20-2005, 04:17 PM
Originally posted by Milkdud
Jup.
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=489032
Thnx Milkdud.
:up:
d'oh! I went there too, and didn't know what it said so I ignored it. :bulb:
W1ckeD
08-20-2005, 05:39 PM
yeah i got it!
But when i wanna place the object the only thing i see is blue
So i don't see my object :(
monkey-puncher
08-20-2005, 06:40 PM
It is more likely step by step than tutorial.
http://www.iceatcs.co.uk/RCT3/Tutor...ProgramV111.htm
[edit] between, my site is down atm i dunno why, but should be reopen soon
I followed the tutorial, and i got it to work, but everytime i go to place the custom scenery I get an error message
http://img367.imageshack.us/img367/4894/error8lu.jpg (http://imageshack.us)
iceatcs
08-20-2005, 06:42 PM
sound like something wrong with your 3D model. or missing textures?
marnetmar
08-20-2005, 06:58 PM
Originally posted by uncle_adolph
I dl'ed the .dll and it works... But how can we get the textures? Because we can only view them, can we open the textures and then save them to use for other objects?
I'm glad to hear you got it working, any of the textures you view in the viewer will automatically be saved in the same folder with the program.
They should be in png format, unless you accidently (like I've done sometimes) moved the scroll button on the mouse. Then they'll be saved as a dds file I believe.
You can use them, but they'll have to be resaved as an 8 bit bmp file to work with the importer.
monkey-puncher
08-20-2005, 07:17 PM
I created a new 3d model, and it shows this
http://img389.imageshack.us/img389/9595/error22sp.jpg (http://imageshack.us)
is that right.....I mean the "converted object 0" in the mesh list, because my other one didn't do that, and when i do install the theme RCT3 stops at 60% loaded with another error message.
iceatcs
08-20-2005, 07:22 PM
Well I mean it nothing to do with jonwil's editor, I am believe that it might be your 3D editor than you might need to convert the different way.
because I got the same problem while ago when I am trying to convert obj to ase or bad ase..
monkey-puncher
08-20-2005, 07:27 PM
well that could be the problem, i am expoting as an obj file, then converting to ASE. I will export as a different file type.
(oh, and i am using blender if that would mean anything)
monkey-puncher
08-20-2005, 07:40 PM
ok, i made an ASE file from a .RAW file, but it still was the same.....could it be that the biturn program for converting is bad?, and what 3d programs do all of you use that are free?:(
iceatcs
08-20-2005, 07:46 PM
can you save to .3ds?
Gibdo
08-20-2005, 07:52 PM
Originally posted by marnetmar
I'm glad to hear you got it working, any of the textures you view in the viewer will automatically be saved in the same folder with the program.
They should be in png format, unless you accidently (like I've done sometimes) moved the scroll button on the mouse. Then they'll be saved as a dds file I believe.
You can use them, but they'll have to be resaved as an 8 bit bmp file to work with the importer.
Well, I got that same error as well. But why would someone be getting that error anyway? The dll looks like its something to do with direct X 9, and I have 9c, so why am I "missing" this file?
Anyway, if you save it in dds, it no big deal. Its just a Direct Draw Surface file, and there's plugins for it. If you have photoshop you can grab a plug in for it off of this site, and there is 3ds max plugs too, so you can use those textures in max.
http://developer.nvidia.com/object/nv_texture_tools.html
Battor77
08-20-2005, 08:00 PM
I list errors i have been :
Rct3imp crash when i wanted to save ovl file :
2 reasons :
-The file ASE has been exported on 3ds max .
3ds max has a lot of problem with export at ASE,so i export to 3ds ,next i import in MilkShape 3D a 3ds file and i save this to .ms3d ,next i convert with biturn the ms3d file to ASE and there isn't problems
- It should to go in Meshes Flags for the "Converted objects" every time .
RCt3 crash at loading in 60% or appear error message :
-There is two or more icons textures in rct3imp ,it is a bog ,it should one png file in icons texures list .I you want to has some icons you should to create a png file where there are every icons like that : http://img392.imageshack.us/img392/3443/icons0dk.jpg
Next you indicate in icons references the coordonates in png of icon .
monkey-puncher
08-20-2005, 08:09 PM
can you save to .3ds?
No
iceatcs
08-20-2005, 08:09 PM
Well, battor77...
I have same thing long time ago before I found the way that every time working.
When I using 3D studio max or sketchup that those can export 3DS for milkshape later, but I have adjust the size and groups the side for light casts in 3D studio max or sketchup frist before milkshape..
Import milkshape and save MS3D. Convert biturn ASE straight way.
And got some problem to trying save OVL that its keep crashing.
So i just now doing the modelling in Sketchup then adjust and group the sides in milkshape and convert ASE by biturn and I have no problem to save OVL.
iceatcs
08-20-2005, 08:13 PM
Originally posted by monkey-puncher
No
Oh well, then it will be different way that i dunno about that, but if you can any possible to export 3DS then i think it is easy way and prefect import rct3 by using milkshape...
[edit]
by the way, if you dunno about milkshape.. it is not really 3D editior like studio max but you can try you thing save obj and use it in milkshape to adjust size and group sides ("material layers")
monkey-puncher
08-20-2005, 08:21 PM
I tried using Anim8tor, and created a simple .3ds file, then made it into an .ase file, and i get this instead.....is this bad too?
http://img391.imageshack.us/img391/2927/error35ra.jpg (http://imageshack.us)
O, and i can't use milkshape.....my trial expired, because i donwloaded it, installed it then went on a long vacation, and now it expired.:(
iceatcs
08-20-2005, 08:34 PM
Next you indicate in icons references the coordonates in png of icon .
Normally i alway use 512x512 and 64x64 each icon on it. Cos it is alway working in jonwil's...
So in the order
icon 1 : 0, 0, 63,63
icon 2 : 0, 64, 63, 127
icon 3 : 0, 128, 63, 191
icon 4 : 0, 192, 63, 255
icon 5 : 0, 256, 63, 319
icon 6 : 0, 320, 63, 383
icon 7 : 0, 384, 63, 447
icon 8 : 0, 448, 63, 511
icon 9 : 64, 0, 127, 63
icon 10 : 64, 64, 127, 127
icon 11 : 64, 128, 127, 191
icon 12 : 64, 192, 127, 255
icon 13 : 64, 192, 127, 255
icon 14 : 64, 256, 127, 319
and keep going to 512 end and move down row.
and you have to flip the png icon, cos there is a bug in jonwil's v11.1 but he said he will get it to be fixed in next version.
I tried using Anim8tor, and created a simple .3ds file, then made it into an .ase file, and i get this instead.....is this bad too?
Well I think you can do that but it might be not that great looking in the rct3 like no shadow or light cast, but if you know about the regroup each side, that it will reduce the problem of looking in the game.
Like I mean look at my things what I have done like Hollywood Sign and Slide support, the next project is brand logos, which all are look work well in the game and no problem whateverso...
It is because of the milkshape that it help me so much for in the game than I have learn so much about it without using anything of tutorials as just playing with it and my brain starting storming of ideas of how to use it.
monkey-puncher
08-20-2005, 08:43 PM
well what other program could i use so i wouldin't have shadow and light problems as you described?
iceatcs
08-20-2005, 08:46 PM
sorry i dunno, like i said only i know is milkshape
MaxInfinity
08-20-2005, 09:20 PM
The shadow and light problems occur because your objects axis point is not aligned to both the object and the 3d world, if you don't get this right your objects will be shadowed and lit in the wrong areas, and any lights you put near your objects will not reflect properly.
monkey-puncher
08-20-2005, 09:33 PM
well, how do i align the axis point to both the object and 3d world?
MaxInfinity
08-20-2005, 09:46 PM
if Your using 3d studio follow the tutorial in my sig, If your not using 3d studio, I havn't got a clue sorry.
In 3d studio most objects have to be converted to a nurbs object and then a mesh to render correctly in rct3 this is all done inside 3d studio and no other program is needed. try gmax you should be able to follow the tutorial with gmax as its just a light version of 3d studio and its free, but you will need an ase converter as I don't believe it exports ase files.
Gibdo
08-20-2005, 10:31 PM
I don't know why everyone has problems exporting to ASE with max. Theres nothing wrong with it.... Hehe... j/k ;)
I had the same problem too. My problem was that when I exported, I didn't have the Mapping Coordinates checked. Ever since I checked that, it never crashes when I import the ASE.
I have a couple more questions
Whats and alpha texture used for? Jon's tutorial doesn't really explain it. Is it used with a b/w image to add detail to a textures?
And how do you use the "Location within the theme" text box. What's and example of what goes there?
And as far as converting your mesh to nurbs, I didn't have to. *shrugs* I finally remembered what I done when I made meshes for UT2004. I always converted to a Editable Poly instead of anything else. You have more control over it. And you can optimize it better by merging extra verticies and removing extra faces. Then I convert to Mesh, and export. And the imported wall I created has imported just fine it seems.
Max, what strange side effects have you noticed when you don't convert to a NURB? I might be overlooking it, if its a texture alignment problem or something.
monkey-puncher
08-20-2005, 10:56 PM
i downloaded gmax.....well sorta, when it got to 16.4mb downloaded it just stopped, and didn't download the complete file....and this sucks because i have dial-up, and will take me 1hour to download it again *sigh*......are there any other smaller 3d programs that you know of?
shapiro
08-20-2005, 11:04 PM
I don't understand those emport for save as. And These post little confused to me....
These emport able to 3Ds or ase file? Look up screen here
http://img379.imageshack.us/img379/9154/untitled41hj.th.jpg (http://img379.imageshack.us/my.php?image=untitled41hj.jpg)
I little struggle those stuff.......
Anyone knows about Gmax????? Let me know
send me email or here.
Alec
Gibdo
08-20-2005, 11:20 PM
ASE is a format used by Unreal Tourament 2003-2004. Despite its popularity, for some reason, Gmax doesn't support it. None of the games is does support use ASE format, so gmax can't export to that. In order to get ASE, you need to export to Quake III's MD3 format, and then there is another program that you use to convert it to ASE. (I think so) The name of that eludes me at the moment, but I'm sure its mentioned on one of the pages. :p I wish I knew the name of it for you.
And "knock on wood", but as soon as I said that converting to NURBs doesn't have to be done, I start getting problems. I don't know if thats the problem or not, but I was moving the mesh around in max to find the exact position that it needs to be, but now when I place it down in RCT3, the blue placement model looks fine, but *click* and its placed down randomly.:weird:
http://www.sanffo.co.uk/~gibdo/Files/Junk/Alignment.JPG
monkey-puncher
08-20-2005, 11:32 PM
im still haveing the same error message appear after going through 3 different programs, so could someone post an ASE file for me to download to make sure it isn't something that i am doing wrong in the importer?
shapiro
08-20-2005, 11:51 PM
Gibdo,
I have a QuakeIII's MD3 format. And convert it to ASE??????
When I making these building then emport .MD3 to save as then ???
I little confused! I need to help and I have chat messneger for help for one day.
Alec
RCTXTreme
08-21-2005, 12:28 AM
Well, I think I figured out what another flag does, not that I think this one is of any real use (none of the in game objects use it). Flag 5 makes it so if the terrain is adjusted beneath the object, the object will be deleted. I am going to continue to try to figure these things out, but for now, I have no idea where to start. I figured out the first one (scenery takes the slope of the land) just because as I was in the game I saw this and figured it was controlled by a flag. This one I got by checking all the flags, finding a feature, and narrowing it down through the process of elimination. I think I may know another one that I can test, but if anyone can think of more features that might be controlled by flags, let me know and I'll try to figure out which one (if any). For now I can't think of many scenery features that could be controlled by flags.
Caffinated
08-21-2005, 12:28 AM
Biturn is the converter to go to ASE. This does work and has lots of import/export formats. I don't have the link, but google works wonders.
Gibdo, check your flags and parameters. It looks like it's trying to place your objects down as trees (trees have "random"ish rotation when placed), something must be set wrong.
Monkey, try deleting the theme that is in RCT3 now (the custom one). Go back and recreate all ovls (or test with just a single). The 60% error is caused by bad overlay files (which are the .ovls). Sometimes the importer doesn't do it quite right so you have to redo that ovl.
If that still doesn't work, go back to the beginning. Create a simple box as a test, don't texture it or anything and try importing it. (You will need to pick a texture in the importer, but just create a single color simple one for this test). Start making it more complex until you reach the point where you were at before. Note when things go wrong and you will have found the source of the error.
Yep, this will take time. Nope, there's not a real quicker way to do it.
Gibdo
08-21-2005, 12:29 AM
I'm not sure I understand you. Its hard to understand your grammar. But I'll give it a whirl. I was browsing back through the thread to find that program name. It seems Potter actually helped, you probably just overlooked it. :) I'll just quote him
Originally posted by Potter
Hi shapiro,
Like jonwil had mentioned earlier, there is no direct way of exporting models from GMax into RCT3, as you might have done for TSR 2004.
But there is a round about process you can try... that will not be as easy as exporting models for Trainz.....but, if you really prefer GMax, it is worth a try :)
You need to download the Gmax Plugin to export to MD3 from here (http://www.catalyst.net/extras/plugins/MaxImport/Max5/ExportMD3.zip)
you can use the plugin to export the required model in Quake3 format (*.MD3)
Then use Biturn (http://mirex.mypage.sk/FILES/bi085.rar) to convert that to ASE.
Then, do things exactly as per this tutorial (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=486388) and you should (hopefully) be able to import your model into RCT3 :heart:
And if you face any issues during conversion, please try to explain about the problem as much as you can so that others can understand it.
There are a lot of people in this forum who would love to help those having trouble. But, for them to be able to help, they have to get as much information as possible so that they can understand the problem you are facing. So, the next time you find some issues, please try to give as much information as possible :D
Caffinated, I can't recall changing it to a tree. All I know is that it worked the first time, but I had it aligned wrong. The whole axis thing is messing with my head bad. So I tried it a couple more times. I created a new ovl file, and resaved the theme. It just started doing that on me. Finally, when I got the placement right, I just decided to delete everything, and just start over with the whole theme file again, instead of just editing the scenery options. Now its back right again. *shrugs*
Edit:
I found out what the problem was. I just create a wall like normal, and apply an alpha texture. The alpha texture causes that problem. When I don't have one set, it aligns fine. Unless you have to have a certain set of options to use alpha textures or something.
The texture on the top and bottom isn't correct despite the uvmap in max... not sure what caused that though.
http://www.sanffo.co.uk/~gibdo/Files/Junk/Texture.PNG
http://www.sanffo.co.uk/~gibdo/Files/Junk/Texture2.PNG
shapiro
08-21-2005, 01:49 AM
Gibdo,
I got it. I made cube then MD3 save as then Biturn into to ase WORK! yes! Then I try to RCT3 Tool. Oh no! I still struggled these RCT3 Tool. Damn! I little fustrtation!
Alec
uncle_adolph
08-21-2005, 04:19 AM
Originally posted by marnetmar
I'm glad to hear you got it working, any of the textures you view in the viewer will automatically be saved in the same folder with the program.
They should be in png format, unless you accidently (like I've done sometimes) moved the scroll button on the mouse. Then they'll be saved as a dds file I believe.
You can use them, but they'll have to be resaved as an 8 bit bmp file to work with the importer.
Thanks! I'm just starting to learn anim8or...
-Ben
bladexdsl
08-21-2005, 06:31 AM
jonwil everytime i try to import a model the program shuts down i get no error message, doesn't freeze it just dissapears from view and shuts down. is there something special you need to do to the model before importing? is there a special size it needs to be? perhaps a tutorial explaining the actual 3d program part?
uncle_adolph
08-21-2005, 08:41 AM
I need a free .an8 to .ase converter and the only one that I managed to find was an unregistered version that only lets you use certain extensions. And .ase was one of the extensions the free version didn't convert to. :(
-Ben
Edit: Blade, what 3d program do you have? Is it anim8or. Because I tried saving it as any type and then .ase and the same happened to me when I loaded it into the Rct Importer.
iceatcs
08-21-2005, 09:00 AM
just found out, if you have wrong PNG format for Icons, it will crash in the loading to start RCT3.
So i dunno really why but all i know if it is 512x512 and it is alway fix on mine.
[edit] Maybe jonwils can tell us what format PNG to save for icon and is it working with power of 2 or only just 512x512.
bladexdsl
08-21-2005, 09:05 AM
Originally posted by uncle_adolph
Edit: Blade, what 3d program do you have? Is it anim8or. Because I tried saving it as any type and then .ase and the same happened to me when I loaded it into the Rct Importer.
3d studio max 7
iceatcs
08-21-2005, 09:08 AM
normally if you have crashed down without any error message to save OVL. It is mean you have a bad ASE.
Battor77
08-21-2005, 09:34 AM
I have the same problem that Gibdo and i don't config my scenery like a tree .
Here the config of scenery :
http://img400.imageshack.us/img400/2283/config4jn.jpg
iceatcs
08-21-2005, 09:39 AM
i have same problem with object act like a tree. but i've fixed by remake the model in 3D editior like change texture opition. As i dunno why it is cause but know little it is must be something between jonwil importer and 3D editior.
so it means you got bad ASE or OVL.
remember i can't help anymore cos we have all different 3D editior,
I am using Sketchup for modelling and Milkshape for texture and adjust.
Gibdo
08-21-2005, 09:53 AM
Do you guys have an alpha texture set to the model in the overlay file? If so, don't. Then try it again. That the only difference that I know that resulted in it being placed all the place.
Caffinated
08-21-2005, 10:08 AM
The tree thing was only a guess >< guess it was wrong. (I was also in a PO'ed mood last night thanks to some really annoying people in WoW making me wait 2+hrs while I was helping them...)
Alpha textures are used to create transparency on the model. This can save framerate over using pure modelling to create spaces. Perhaps something is flagging something in there when Alpha is used?
I don't really know, I haven't used alpha textures yet. Does anyone else have successful experience getting alphas to work?
Battor77
08-21-2005, 11:07 AM
I reexport the model ,and there isn't problem .
I have an other question: how do a laser dome ?
uncle_adolph
08-21-2005, 01:29 PM
I dled Biturn... What I did was convert the .an8 file into a file that the other converter and biturn support.. (3ds) I converted the .an8 into 3ds, but biturn doesn't seem to support the 3ds file although it says it does... I'm confuzzled. :cry:
-Ben
Edit: Nevermind, I converted into .3df format and biturn opened it and now I have my ase :)
marnetmar
08-21-2005, 01:33 PM
Originally posted by uncle_adolph
I dled Biturn... What I did was convert the .an8 file into a file that the other converter and biturn support.. (3ds) I converted the .an8 into 3ds, but biturn doesn't seem to support the 3ds file although it says it does... I'm confuzzled. :cry:
-Ben
What you might try is to save/export from anim8or as an obj file & then use Biturn to convert to the ASE file & it should be ok then.
W1ckeD
08-21-2005, 02:29 PM
PLEASE!!
Can some one help me :(
I can model a little :)
Only i'm getting crazy of that Scenery Importer :(
1 time i did it but then i want to place my object and the only thing i see is blue :(
I did the scenery importer tutorial but i can't do it :(
Can some one help me?
Couse i can make that Brand Name log's to only i can't import them.
Hope some one can help me :)
iceatcs
08-21-2005, 02:43 PM
Suppose so you better learn 3d editor more, because on my first-time import, I was little knowledge of 3D modelling and I have so many problems to getting import success and looking funny at the end.
But realise that I have to learn more how to 3D modelling and texture because it is biggest thing to get import prefect.
If you happy to spend on the software to get it right way like mime, then you can buy milkshape only $25 for adjust the model after 3D editor.
But biggest problem is which 3D editor is better for RCT3 import.
I dunno about that yet because I haven't tried all of those... But IMO I think Sketchup is better cos it is very basic and you don’t need the other features to learn much but it can't smooth up the model which it is better to have low polygons scenery in the game... And it does export 3DS for milkshape
3D Studio Max is a possible better but too hard for amateurs.
And yeah all are not free and expensive
but in your risk, you could download from P2P.
shapiro
08-21-2005, 05:16 PM
I'm not sure those Milkshape will help for RCT3??
And I can afford $25.00 by Milkshape. I may order it as soon..
However, I did the scenery importer tutorial......... BUT I can't do it .
I'm tired of them.
Alec
iceatcs
08-21-2005, 05:18 PM
keeping practice, like I’ve done, make sure the ASE is clean
it tooks me about 100 times when i got it.
Gibdo
08-22-2005, 12:30 AM
*sigh* When I get one thing right, another thing breaks. :sour:
I used a different texture for the wall, I converted my texture to an 8-bit 256 Indexed Color texture in Photoshop, opposed to saving it as 256 color in MSPaint. I created another OVL to test, and I come up with some optical illusion. While it does look neat, its just wrong. Anyone had this problem... And no, the model is not like that. (see above imgs)
Looks ok in the first image, Looks like a normal wall.
http://www.sanffo.co.uk/~gibdo/Files/Junk/Bend2.PNG
But is it?
http://www.sanffo.co.uk/~gibdo/Files/Junk/Bend1.PNG
One simple wall, and I can't get it right...
uncle_adolph
08-22-2005, 04:36 AM
Originally posted by marnetmar
What you might try is to save/export from anim8or as an obj file & then use Biturn to convert to the ASE file & it should be ok then.
I just that and it only gets the 1 mesh and that's root. I may have to think about using a 3d imager that imports directly to ase but I chose anim8or because it's free. Does anyone else use it? And how do you convert to ase?? Does it mean it isn't very good because it's free?
Anyway, when I use the ase converted from 3df it just shuts down when I save scenery ovl. :( Am I missing something?
Also, with the textures, does it put the texture onto all 6 faces of a wall? And how do we select which face each texture the wall goes onto? Because say I make a wall that is a sign, I don't want the logo on all 6 faces. So how do I select which faces the textures go on?
And also when you use the dumper and open a wall from a set like the atlantis wall set it has the texture for lots of different walls, not just for the one file I opened. I'm really confuzzled about how that works...
Sorry if i'm being a pain..
-Ben
snakegb
08-22-2005, 09:04 AM
Is it possible to have and object that you can change 3 colours on with the current version of the scenery editor v11.1, i ask this because all i can get is one colour to change.
iceatcs
08-22-2005, 01:30 PM
yeah you can.
http://img.photobucket.com/albums/v673/iceatcs/Shot0222.jpg
You need 3 pure colours to get it work proper but it will work better if you using one mesh object, not multi-objects.
marnetmar
08-22-2005, 05:35 PM
Originally posted by uncle_adolph
I just that and it only gets the 1 mesh and that's root. I may have to think about using a 3d imager that imports directly to ase but I chose anim8or because it's free. Does anyone else use it? And how do you convert to ase?? Does it mean it isn't very good because it's free?
I'm not sure why it would only get the root part. I remember someone using anim8or & getting it to work, I use Milkshape & don't have any problems with it, & for $25.00 it's well worth the price. Biturn will convert the ms3d files directly to the ase format. I don't think free is always a bad thing, I'm sure anim8or works very well for some things, but this might night be one of them lol
Anyway, when I use the ase converted from 3df it just shuts down when I save scenery ovl. :( Am I missing something?
I'll send you a PM with my e-mail & if you want you can send me the 3ds file you have along with the texture & ase file & I'll take a look at them & see if I can get them working for you.
Also, with the textures, does it put the texture onto all 6 faces of a wall? And how do we select which face each texture the wall goes onto? Because say I make a wall that is a sign, I don't want the logo on all 6 faces. So how do I select which faces the textures go on?
I'm not famaliar with anim8or, but there should be something there that will allow you to select the faces or "sides" of the wall you want to apply the texture to & then you can map the texture how you want it on each face or side of the wall piece.
And also when you use the dumper and open a wall from a set like the atlantis wall set it has the texture for lots of different walls, not just for the one file I opened. I'm really confuzzled about how that works...
lol Yeah some of the textures are all together on one file, if you wanted to use one of them, you'd have to cut or copy the section you want to use in Photoshop or something & then convert it to an 8bit bmp image to use in the game. They have them on a shared sheet I believe to save space & also so there's not 1,000 different texture files to deal with.
Sorry if i'm being a pain..
No pain at all, we were all in the same boat at one time or another
-Ben
Gibdo
08-22-2005, 07:13 PM
I like this editor and all. Jon has done a great job with what we have so far. But I just can't get anything working at all. Its so volatile. Its like a "box of chocolates", I never know what I'm going to get...
Sorry for the Forest Gump reference, but its very true for me.
In the last 10 minutes, I have created the same OVL file with virtually the same resources, and have had 3 different outcomes.
Among some of the other problems I have had mentioned above ^^^, I got a few more.
First attempt: Without changing any of the resources that created the "bending wall" (See above), I deleted all editor related files (scn, ovl, thm...), and redone the package. This was successful, except the wall only produced half a shadow.
Second attempt: offset texture a bit, resaved texture, reloaded texture on model, centered origin in model, and exported into ASE. I deleted all editor related files, and redone the package. This time, I got the "bending wall" again, but a solid black model with no texture.
Third attempt: Changed absolutly nothing, I deleted all editor related files, and redone the package. This time, the wall is back to normal, and the shadows are correct this time.
Aside from giving ovls, texture names, strings, and whatever different names, nothing was really changed, but I got three different results.
This is quite annoying. And I have no idea what to do. :( Also, I laid out the wall pieces side by side, and noticed on one side, lighting is fine, but on the other side, lighting is bad. (Tested with various angles and same result)
http://www.sanffo.co.uk/~gibdo/Files/Junk/Lighting.png
Not to mention, I still can't figure out why the horizontal faces on my model have stretched textures, while the vertical faces are fine. The texture mapping is correct before exporting. I'm bothered by this, because I really wanted to make some cool items to use. :(
Is there an editor ace out there that can help me out, or give me some encouragement?
iceatcs
08-22-2005, 07:33 PM
Ok what 3D editor you used?
I think you need to duplicate as new layer on every sides of your model, and label it like top, bottom, front etc...
And use the texture mapping to coordinate for the location of mapping on the bmp texture. Remember all the each sides too. Something it can be confusing which side it is facing.
It will fix the light cast and the shadows, and also shades are following the 3D world light time.
Gibdo
08-22-2005, 08:04 PM
I'm using 3D Studio Max 5. I save my texture in Adobe Photoshop 7.
The Wall uses just one texture. But I'm not sure I follow you. Are saying to create a sample texture that has text on it to label sides?
iceatcs
08-22-2005, 08:15 PM
Well i mean in the 3D editor, you seprate the side faces by use the layers order
http://img.photobucket.com/albums/v673/iceatcs/layers1.gif
http://img.photobucket.com/albums/v673/iceatcs/layers2.gif
However it alway work in the game that i have no problem with the light thing.
i dunno why it is way to work.
Gibdo
08-22-2005, 08:22 PM
I've never dealt with layers in Max. I don't know how to use them.
iceatcs
08-22-2005, 08:23 PM
well i think i suppose so it might be only way to fix if you have the lighting and shade problem.
Gibdo
08-22-2005, 08:25 PM
What about the texture problem?
I followed Max Infinity's tutorial on Max, and he never used layers in his models. And also didn't have lighting problems either.
iceatcs
08-22-2005, 08:33 PM
well remember we are using different 3d editior,
But i think when if you using unwarp or something else texture mapping which you created selection each side for mapping the texture is sort of 'label'.
i think 3d studio max dont call it a 'label'
snakegb
08-22-2005, 09:42 PM
Originally posted by iceatcs
yeah you can.
http://img.photobucket.com/albums/v673/iceatcs/Shot0222.jpg
You need 3 pure colours to get it work proper but it will work better if you using one mesh object, not multi-objects.
Thanks for the info m8 it worked a treat
here are a couple of things ive been working on
http://i20.photobucket.com/albums/b211/Snakegb/Shot0010.jpg
Battor77
08-23-2005, 07:54 PM
How configure 3d model texture coordonates ?
Because i want to create 3 differents recolorables object so i insert all texture in one bmp file ,so i want to configure coordonnates for each texture .
Thank you
WalkingSnake
08-23-2005, 08:00 PM
Originally posted by snakegb
Thanks for the info m8 it worked a treat
here are a couple of things ive been working on
http://i20.photobucket.com/albums/b211/Snakegb/Shot0010.jpg
I love that awning. I also love your name.
:p
But, there's seems to be a lighting problem with your objects. They almost seem too bright..
BoRJoYZeE
08-23-2005, 08:55 PM
wow im loving it!
Ste8534
08-23-2005, 10:36 PM
Does anyone know where I can download this scenery editor, cause I click the link given...
http://users.tpgi.com.au/adsloptd/rct3imp5.zip
and I get, the page does not exist :(
Wishlist for someone to create these customized structures (prefab buildings):
Six Flags - Great Adventure:
Not sure of the name but it used to be called "Yum Yum Palace"
Best of the West buildings, bridges & structures
Disney World Florida
Cinderella's Castle (High Detail)
Disneyworld Monorail Train
Dumbo's Flying Circus
Spaceship Earth
Buildings around World Showcase
Mickey's Toontown Buildings
Realistic Tomarrowland Buildings and/or Building Set
marnetmar
08-23-2005, 11:38 PM
Originally posted by Ste8534
Does anyone know where I can download this scenery editor, cause I click the link given...
http://users.tpgi.com.au/adsloptd/rct3imp5.zip
and I get, the page does not exist :(
Try the link below for the newest version of the importer
http://users.tpgi.com.au/adsloptd/rct3imp111.zip
snakegb
08-24-2005, 01:00 AM
Originally posted by WalkingSnake
I love that awning. I also love your name.
:p
But, there's seems to be a lighting problem with your objects. They almost seem too bright..
Wow usually people say items are too dul, ill look into it :)
Thanks your name is cool too :)
Battor77
08-24-2005, 07:43 AM
Can you help me ?
I want to create a texture recolorable so this picture :
http://img398.imageshack.us/img398/7223/ferefacealpha8di.jpg
I want ,the white surface isn't recolorable ,and is grey ,how do this ?
Thank you to help me .
Klinn
08-24-2005, 11:36 AM
Originally posted by Battor77
I want ,the white surface isn't recolorable ,and is grey ,how do this ? I don't think it's possible to have 3 different recolourable areas plus a static colour.
If you look at that custom palette used for recolourable objects, you'll see there are three ranges, one for each possible colour set the player can change. But these three ranges occupy the whole palette, except (I think) for colour index 0, which seems to always be white. You could try making your own colour palette with grey in slot zero and see if it works, but I wouldn't count on it.
None of the existing RCT3 textures that I've seen have 3 recolourable sets plus any static colour(s), just the 3 sets.
If you wanted to only have two recolourable sets + fixed colour(s), you could create your own custom palette that keeps the first two ranges (blue and magenta) and then uses the area of the last range for specific colours you want. Be sure to set the flag when creating the object so the player can only change two colour sets.
Hope this helps...
Battor77
08-24-2005, 02:02 PM
Thank you
uncle_adolph
08-24-2005, 03:28 PM
The thing that i'm making requires 2 textures, but I can only select one as the mesh (which one?). But, the thing is, when I select either one and then save the ovl it just shuts down. But it didn't do that when it had 1 texture...
-Ben
marnetmar
08-24-2005, 04:31 PM
Originally posted by uncle_adolph
The thing that i'm making requires 2 textures, but I can only select one as the mesh (which one?). But, the thing is, when I select either one and then save the ovl it just shuts down. But it didn't do that when it had 1 texture...
-Ben
What you'll have to do is to copy the part of the model that you want to use the 2nd texture on & save it as another mesh & then delete the original part that you copied.
wardy91
08-25-2005, 12:59 PM
Hi everyone i wondered if you could help me, first off i am using milkshape. I imported a grey sphere to the game with a grey texture, but it came out as a grey cube, i will post pics below
http://i13.photobucket.com/albums/a292/fedupofimageshack/Shot0042.jpg
Its meant to be a sphere
http://i13.photobucket.com/albums/a292/fedupofimageshack/bluecube.jpg
My blue cube, no its not correct because if you look, its the same cube as the grey ahem 'sphere'
Can you helo me please, cheers in advance, Jack
marnetmar
08-25-2005, 01:28 PM
Is there any way possible that you selected the wrong ase file & used the cube file instead of the sphere when importing into the game?
You have a PM wardy
wardy91
08-25-2005, 01:51 PM
I will look into it, if that is what happened i will cry with stupidity lol
Gibdo
08-26-2005, 07:29 PM
What are some good editors that other people use, or some other methods of creating models.
Right now, I have 3D Studio Max 5, and as some of you know, I can't get anything to work. I'd like to create some scenery before my interest dies down..which is looking to happen soon due to stupid complications.
For some reason, I get something different each time I import the object. Marnetmar, has even sent me files hes created and I've imported them in the editor and it still comes out different than he gets.
This makes me thing its the editor. But the only other editor I have is 6.1, and with that, I can't import anything. When I install the theme, even with it located in the correct forlder, it doesn't show up in the list. I even matched the same flags that I used from one of the sids in v11.1
So nothing is working, no matter how hard I try. :( Any advice? Is there any other version I could try thats floating around somewhere?
Or is there a reason why items don't show up in the game with v6.1? There can't be no way I'm having this much trouble... Did RCT just decide it wanted to single my PC out of this...:sour:
marnetmar
08-26-2005, 11:20 PM
I've been using Milkshape & both versions 6.1 & 11.1 of Jonwil's importers & haven't had hardly any problems getting things into the game Gibdo. I know some people are using 3dsMax & seem to be doing ok with it, but I have no experience with it myself, since I don't have it.
You might give Milkshape a try & see if that works better for you, I don't know of any other free/cheap programs that people have had any luck with except for anim8or & that's only been a couple of people who made stuff, but never released it quite awhile ago.
Gibdo
08-26-2005, 11:31 PM
What I don't get is that you sent me your files, that you made in Milkshape. They worked for you, but I went straight to the importer with them, and couldn't get them to work.
I didn't edit the files or anything. Did the same with v6.1. And I couldn't get the scenery to even show up with that version either.
marnetmar
08-26-2005, 11:37 PM
I don't understand that either Gibdo, it's pretty weird.
RCTXTreme
08-27-2005, 08:49 PM
Jonwil, a while back you made a few tracked rides with a dark track. This means that you must know a little bit about how tracked rides work. So I was wondering if you knew if it would be possible to put existing coaster trains on different tracks?
Thanks
jonwil
08-27-2005, 09:55 PM
RCTXTreme: No, not at this time.
hurrikenux
08-27-2005, 10:30 PM
Thanks RCTXtreme for the flag info, Ive added it to the Wiki (in the sig)
Based on what Ive seen, I think RCT runs into the same problem my own engine ran into. I was testing different 3d programs, seeing which one I wanted to purchase...each one sizes and faces models different ways. Just because it appears upright and correctly sized in one program in one format, does not mean that it will be upright and correctly sized in another. Sometimes it has to be changed manually, or with a program native with the format. Milkshape and 3ds produce almost the exact same results each time. Others (like anim8or and Maya) did not. Nothing was worse than seeing my lil rollerblader guy appear to be skating horizontally (meaning he was rotated about 90 degrees the wrong way, when converting from a non-native program into the non-native format ie. anim8or to 3ds without some manual tweaking) 3ds and Milkshape work great with the importer, others Ive found have problems.
RCTXTreme
08-28-2005, 07:53 PM
Thanks hurrikenux. Here is another update:
Terrain can't be modified under it - 6 AND 33
If a track/path/stall goes above the object, the supports will go on top instead of disappearing or going through the object (here (http://d9927121.a74.apachelinux.net/example.PNG) is an example) - 9 AND 33
Object stays in place when terrain is edited underneath it instead of going with the terrain. Terrain can also be lifted through it. - 6
hurrikenux
08-28-2005, 11:33 PM
It appears that Flag 33 is some sort of "collision" flag which serves only to tell the RCT3 world that the object "exists"
Just an observation, thank you for your flag info...
Im still trying to help work on the animation sequences...hopefully Ill have some news soon.
stuk71
08-30-2005, 09:54 AM
I had read about texture sharing...Jonwill or anyone could you ellaborate on this. as I dont think I have been using it correctly :)
marnetmar
09-01-2005, 05:11 PM
Originally posted by stuk71
I had read about texture sharing...Jonwill or anyone could you ellaborate on this. as I dont think I have been using it correctly :)
I'd appreciate any info on this as well, I've tried using it, but I'm not sure if I'm doing it correctly & it would help keep the file size smaller if I'm not duplicating textures.
Phantom523
09-08-2005, 07:15 PM
OK.... Max's Waving Wall is back... Here's a pic of it , as well as the problems with supports I'm having.
http://img187.imageshack.us/img187/8303/footbridge3rg.jpg
I checked flags 9+33 hoping it would remove the path supports that are poking through my stone foot bridge pieces. (The foot bridge is actually 2 pieces, the top piece, and the lower support piece, so you can make it as tall as you'd like)
As you can see, setting the flags for both the bridge support and the bridge itself had different effects. The path supports got removed from the lower piece, but not the upper.
Hmmm...... from what I've been seeing, flag 34 seems to go hand in hand with flag 33... maybe I'll give that a try.
In the meantime, I'm going to download version 121 of the importer and try that.
I'm starting the whole set over from the Milkshape models... I've zipped everything up in case any one has an idea or wants to play with the waving walls. (Try placing the wall several times in the same spot and watch what happens!)
WARNING!!! The DOUBLE DOORWAY piece crashes the game with "No SVD for SID" everytime. So avoid even hovering the mouse over that piece if you want to screw with the waving full height wall.
Download it here (http://home.comcast.net/~psmith523/Waving_wall_-_no_SVD_for_SID_-_bridge_support_errors.zip)
marnetmar
09-08-2005, 07:28 PM
Looks pretty good so far Phantom, I wonder why the supports didn't disappear from both pieces?
I d/l your stuff & hopefully I can figure out something before long with it. Right now I've got my hands full with some other stuff ;) lol
Phantom523
09-08-2005, 08:06 PM
Update:
Well, it seems flag 34 does indeed work hand in hand with flag 33. Turning on flag 34 with all the "unknowns" set to "0" got rid of the path supports hanging through the bridge. It also displaced supports for the steel tracked coasters. Wooden style supports (like you see on the splash boats and mini train transport) still showed through the bridge:
http://img230.imageshack.us/img230/5551/bridgeupdate5kf.jpg
Oh, I almost forgot!!!!
We've all come across the "Jaggies" in the past; both with our own custom scenery and with wall pieces that came with the game.
http://img366.imageshack.us/img366/5728/jaggies6xz.jpg
It's called "texture bleeding". The reason this happens is actually quite simple, and it's an easy fix, to. I don't know why Frontiers scenery designers don't use it.
In the picture above, the back of the two roof pieces share exactly the same position in 3D space. Because the game engine can't decide whether it's supposed to show the texture from the back piece or the front, it attempts to show both.
If the two roof pieces above measured 3.999x2x3.999 the problem would no longer exist. There would be a .002 gap between the backs of the two roof pieces, instead of them occupying the same space. This problem was horrendous with the bridge piece above when I put a path on it, until I trimmed its height down to 2.999. Now it works great- no more texture bleeding.
Hope this tip helps! :D
marnetmar
09-08-2005, 11:08 PM
Very cool find on the flag settings Phantom :up: :up: Now if we knew which one would get rid of those wooden supports we'd have it made.
Phantom523
09-09-2005, 07:05 AM
Ok.... I've tried many times to fix this, but it's not working...
Originally I had 5 pieces: Stone Bridge, Stone bridge Support, doorway-double, doorway - single, and Wall - full height.
Originally the full height wall and single door worked fine, but I had to tweak the bridge pieces, and the double wide doorway was being random when I tried to place it, even though it looked good "in blue" right before I clicked the mouse button to place it.
I fixed the bridge pieces, re-imported the set, and the previsously working full wall was now driving me nutz. (though the bridge pieces were almost ok... see above) I didn't make any changes to anything that had to do with the double door/full wall. The double door just started dropping in to place at random angles, as with the full wall. The full wall even swayed like an RCT3 tree in a hurricane
I ended up packing the whole folder into a zip file, and starting from scratch with the original Milkshape models.. (After I rechecked them)
Once again, same problem. I even downloaded the newest importer (version 11.2), and spent about 6 hours re-reading this entire thread (pg 20 on) to make sure I didn't miss anything.
What's going on? I've started the whole theme over from scratch with an empty directory, I've rebuilt/reconverted Milkshape models with Biturn, I've erased the original unique/common ovls and created new ones, I've double checked everything in the scenery importer.... Am I doing something wrong, or is it the importer?
The full height wall worked beautifully until I reimported the set with the tweaks for the bridge pieces... then I started having problems with the full height wall and single wide doorway piece, even though I never touched thier settings.
(Somewhere during all this BS the double doorway ended up working on it's own)
I created a sid file... and I loaded the same sid file for all five pieces. (The two bridge pieces got the settings for "full tile" and "Wall - misc" however, so they could be placed right) . I'm going nutz trying to figure out what's wrong. (My last two runs I clicked on "install theme" and the single doorway ended up working just fine, even though I didn't change anything anywhere... )
I don't know why, but I've been leaning towards thinking there's a random problem when Scenery type is set to "Wall Straight", and the size flag is set to "wall". Actually, I don't know if this is the poblem, because like I said, the double doorway, single doorway, and full height wall all share the exact same settings throughout. (Don't forget I DID have problems with both doorways at one time or another...)
Get a load of the pic:
http://img325.imageshack.us/img325/415/bummer6xq.jpg
Am I alone in having this problem??? Max had to deal with this... I, like Max, had the "waving wall" as well at one point. A few others had related problems...
It's driving me nuts. I've already modelled another 22 out of 47 pieces for this set roughly, and I don't want to spend a whole day fighting with this every time I import another piece to the set. ESPECIALLY when it comes to fixing pieces that worked before. Any ideas guys?
stuk71
09-09-2005, 07:28 AM
Your not alone, I have seen this a few times, with Hangar51 - The only way I got rid of it was to resave the oriinal Milkshape model as a different name, then resave Biturn on to importer....time comsuming, but it got rid of the problem
nice wall pieces..:up: :up: :up:
Phantom523
09-09-2005, 07:35 AM
Thanks Stuk, and Hanger 51 is Awesome!!!! (BTW I'm only 17 miles away... I can't believe I STILL haven't ridden Hydra! ;) )
I hope someone has an idea, 'cuz This is gonna be a huge set, if I can get past this importing bug.
So far as what you just said, I went back to that point as well. Once I got the doorways working again, I ended up having to totally remodel the full height wall (simple enough). It's still giving me the same problems. After I rebuilt it in Milkshape, It worked again, but only until I tweaked the bridge piece in the importer and reimported everything to RCT3. Then it started acting up again... :( Since I didn't make ANY changes to the wall piece or its settings anywhere after it was working again, I tend to assume it's a bug in the importer.
BTW: It was said previously that flag "9 & 33" have a lot to do with supports. I'm really honestly not sure what flag 9 does yet, but for the above pic (4 posts up) flags 33+34 are checked, as are 1 and 7 (leftover from a vanilla full wall piece sid I was playing with - I ended up clearing the values for all the "unknowns", which made 4 out of these 5 pieces work). Flag nine is not checked, but due to flag 33, I'm getting the same results. Does anyone know what flags 1 & 7 do? they seem pretty popular with most of the standard, "Wall type" scenery pieces.
Gibdo
09-09-2005, 04:46 PM
Originally posted by Phantom523
Am I alone in having this problem??? Max had to deal with this... I, like Max, had the "waving wall" as well at one point. A few others had related problems...
Definitely not. Just browse up several posts, and you can find some screenshots I've taken with the same problem. I had both the leaning (waving?) wall, the randomly placed walls, and a black wall. In fact, I never got it just right. One problem occured or another, and for me, I was using 3DS Max. So I'm assuming its in the importer? I thought of switching to Milkshape, but if you're having the problem to, its not the mpodelling program. I gave up because it was giving me so much trouble. I'm thinking of starting up again, but I'll need an iron will. Hehe
Caffinated
09-09-2005, 05:06 PM
My guess (without being able to test this) is that they're somehow getting flagged as trees.
Not saying it's you flagging them that way, but something inside the scenery creation is causing that. (Or, maybe even some setting from modelling to OVL that sets the item as a tree).
The behavior of the walls (swaying, random placement) suggest this to me.
Have you tried turning off the Swaying 3-d trees and seeing if they still move? Or even setting trees to 2-d and seeing if anything changes? Just brainstorming here on what could be the cause...but they act so much like trees it's hard to ignore :).
Gibdo
09-09-2005, 09:56 PM
Mine never moved. They just leaned in some odd perplexing way. It freaked me out because at one angle it looked normal, and then I turned the camera and, ... it was leaning... :haha:
I'd like to know what flag is for random placement though. This is for rocks and bushes as well. You know, just in case I ever make custom foilage. Although, when I experienced random wall placement, it was in a wide placement area, not just a 1x1 tile. Yet, the size of the wall wasn't set that high. Very peculiar.
Phantom523
09-10-2005, 12:20 PM
The only flags I have set for all five pieces are flags 33 & 34. Originally the solid wall was fine. Then I changed the "Wall Straight" settings for the bridge pieces to "wall misc" & "full tile". When I recompiled the set the solid wall started swaying. Next time I recompiled it the swaying stopped, but the other pieces had started thier random placement as well. :(
shyguy
09-10-2005, 09:32 PM
Okay, I'm ready to jump into this 3D designing thing. I've begun reading all the posts here, one by one. I've got to page 22 and my eyes are sore and my brain is numb.
And those early posts are pretty confusing. I have one big question so far. Which 3D program has proven to work the best so far. I've downloaded Milkshape, but it has since expired and I need to register it now to try it out. I'm on day 2 of my 30 day free trial of 3d studio max 7. And I know that one is just a 'little" bit more expensive than the other.
Will Milkshape do everything I need it to do or should I stick with 3dsmax? (assuming I can afford it)
http://img292.imageshack.us/img292/1249/pretty4by.jpg (http://imageshack.us)
Ooooh! Pretty! - - -Pretty useless, so far.
marnetmar
09-10-2005, 09:38 PM
I wish I could see your pic shyguy, but for some reason all I'm getting is that lovely little box with the red X in it.
Milkshape should work just fine for you for making props for RCT3. That's what I've used & I haven't had any problems, other than the ones we've all had in getting things to work in the game. Luckily, most of those problems/issues have been figured out already lol For $25.00 it really worth the $
shyguy
09-10-2005, 09:54 PM
I forgot to ask about GMax. I like it's interface, but it doesn't appear to be able to export to a useable format.
marnetmar
09-10-2005, 10:34 PM
I can't remember if there's any workaround to get Gmax to work or not. I don't think there is, but I could be wrong on that.
shyguy
09-11-2005, 01:54 AM
You guys are going to get tired of my questions, real quick...
The red supports are Pumper's. The blue ones are mine. Pressing the z key moves Pumper's to each inner corner of the grid. Doing the same with mine, puts it next to itself in the center of the grid. I want mine to move and line up with Pumper's. Do I change the position in the 3D program, or is it controlled in one of the fields in Jonwill's program?
http://img361.imageshack.us/img361/6333/help1gf.jpg (http://imageshack.us)
marnetmar
09-11-2005, 01:59 AM
Originally posted by shyguy
You guys are going to get tired of my questions, real quick...
The red supports are Pumper's. The blue ones are mine. Pressing the z key moves Pumper's to each inner corner of the grid. Doing the same with mine, puts it next to itself in the center of the grid. I want mine to move and line up with Pumper's. Do I change the position in the 3D program, or is it controlled in one of the fields in Jonwill's program?
Very good start shyguy :up: :up: Don't worry about the questions lol I'm not sure how Pumper's got those aligned in the modeling program, but I'll take a guess that the difference (provided the models are aligned in the modeling program almost the same) that it's probably with the settings in Jonwil's importer.
Are yours set to 1/4 tile or a full tile?
shyguy
09-11-2005, 02:25 AM
I tried setting them to a couple of different things. I think the example above was full tile. Now that you mention it, 1/4 tile sounds like a good idea. But will that put the object in each corner, or just center it in each quadrant of the tile. I guess I'll have to just find out....
marnetmar
09-11-2005, 02:31 AM
I'm not sure if they'll go to the corner or the center of the 1/4 tile shyguy, hopefully Pumper can answer this better for you soon.
shyguy
09-11-2005, 02:34 PM
WOOHOO! I did it!!!
Thanks to the great tutorial I found by MaxInfinity!
http://img84.imageshack.us/img84/8754/help9wx.jpg (http://imageshack.us)
Pumper's on the left. Mine on the right. Lined up and solidly colored instead of the gradient look the original ones had.
And you're all saying, "That's very nice, shyguy. Now take your meds and come back when you can show us something marginally interesting."
marnetmar
09-11-2005, 03:47 PM
Nice work shyguy, those look almost identical to Pumpers :up: :up: It takes a little while to get stuff to do what you want it to, but it's worth it in the end. Keep up the good work.
Phantom523
09-12-2005, 03:41 AM
Update!!! (going back a few posts...)
I'm now convinced that the problem I, Max, and Gibdo were having is a random bug in the scenery importer. I found a work-around, however. (This is what convinced me it was a scenery importer bug, as well)
I decided to take the same ASE file for my solid, 3 high wall, and create a new ovl for it, with a slightly different name. I then added new text entries with "bug" in the fields and assigned them to the original piece that was giving me problems.
I then assigned the old ""Phantom's Manor - full hieght wall" text entries to the new ovl file. It worked like a charm. I now had the old, buggy wall, as well as a new, perfectly working wall, created from the same ase file.
I then exitted RCT3, and erased the buggy wall scenery info and ovl from the theme file and hard drive. I reimported the same scenery set, minus the problem wall, and the new wall piece still worked just fine.
NEW TRICK!
In the process, I found that pieces assigned as "Wall Misc" or "full tile" do not work with the "M Brookes" cheat. As a result, I ended up reassigning my stone bridge and stone bridge support as "Wall-Straight", instead of "Wall - misc" & "full tile".
I originally wanted the two bridge pieces to be "misc walls", but hey... It still works nicely, and now I can build paths under the bridge. That means the bridge piece can be used as a castle "gate" entrance, a ride tunnel, etc... Works for me! :D
EDIT:
Besides fixing this bug, I'd really, really LOVE to see an update on Jonwil's work with particle effect emmitters (and lamps). I've already modelled two chandaliers and a wall mounted candle that can be placed as a straight wall piece (So it lines up with this set and most standard full height wall pieces) They look pretty good, but would look so much better if they actually gave off light! <hint-hint> I'll bet there's a flag somewhere that's only used by path/scenery lamps so they shine...:rolleyes:
I'd also LOVE to be able to attach a custom firework file to a particle emitter like the ones released in "Soaked". All in due time, I guess! :cool:
NOTE::
Shyguy, et all: I'm really in love with Milkshape. It was a little wierd at first, but WhiteFlash's coaster car tutorial available at "Modstothemax.net" (http://www.modstothemax.net) taught me all I needed to know about the program . The tutorial was designed with a different game in mind, but still teaches you just about everything you need to know about modelling with it. His tutorial is great... it all but abolishes the already simple learning curve.
It's a great program, and I've played with 3DS (five versions), G-max, POV-Ray, Moray, Rhino, and a few other modellers.
When it comes to straight forward custom scenery design Milkshape is my favorite, and very well worth the price. It's easy to learn with Whiteflashes tutorial. It's straight-forward, flexible, and gets the job done VERY nicely, without the confusing b.s. that comes with many other pricier programs. It's less than $30 bucks to register to - which makes it almost a no-brainer. If you're really interested in playing with custom scenery it'll be 25-30 bucks very well spent! :D
(Did I forget to mention that it seems to be a favorite among many of the seasoned pros here?) Just don't forget to rotate your finished model -90 degrees in the z direction, then select "unweld vertices" before you save it and convert it to ase. ;) :up:
marnetmar
09-12-2005, 05:00 PM
Excellent find there Phantom :up: :up: I'm glad to hear you got things working now & I'm looking forward to seeing your theme when you get it completed.
shyguy
09-14-2005, 07:54 PM
How do I combine a group of objects in 3dsmax to form one object so I can import it into RCT3? Group doesn't seem to work.
marnetmar
09-14-2005, 09:44 PM
Originally posted by shyguy
How do I combine a group of objects in 3dsmax to form one object so I can import it into RCT3? Group doesn't seem to work.
I'm not sure how to do that in 3dsMax shyguy, as I've never used that program. I know with Milkshape you don't have to group the pieces together.
WalkingSnake
09-14-2005, 09:48 PM
Originally posted by shyguy
How do I combine a group of objects in 3dsmax to form one object so I can import it into RCT3? Group doesn't seem to work.
I never use 3DSmax, but I believe it's called "Attach," or something like that.
shyguy
09-14-2005, 11:55 PM
I think I tried attach but the .ase file still listed multiple objects. I picked up a book on 3dsmax so I'm learning that program. When my trial version runs out, I figure it'll be easier to figure out Milkshape and Gmax. I'll then use whichever program I like the best, or possible a combination of both.
jonwil
09-15-2005, 12:22 AM
Just download the latest version of the importer, that doesnt have any problems whatsoever with multiple objects.
shyguy
09-15-2005, 01:11 AM
VERY COOL!
I tried it out and there was no problem! Now, you can make walls with glass windows!!!! :D
marnetmar
09-15-2005, 06:08 PM
Thanks Jonwil :up: :up:
Sorry shyguy, I thought you had the latest version already.
what have i missed over the last 3 months?
can objects have many/transparent textures yet?
does the editor work in essentially the same way?
Have many people released any usable objects? (like custom supports)
shyguy
09-20-2005, 12:25 AM
I don't know if anyone's done this yet, but I've managed to make a basic, colorable generic wall nearly identical to the in game version. Now I can add new wall to the the generic set that came with the game!!
http://img137.imageshack.us/img137/791/colors7ks.jpg (http://imageshack.us)
I managed this by using the capture of the texture file I found somewhere in this thread (or on these forums). Is there any way to extract more textures from the actual game so I can create more wall sets that will work with the existing ones??
shyguy
09-20-2005, 12:27 AM
I don't know if anyone's done this yet, but I've managed to make a basic, colorable generic wall nearly identical to the in game version. Now I can add new custom walls to the the generic set that came with the game!!
http://img137.imageshack.us/img137/791/colors7ks.jpg (http://imageshack.us)
One side is my set and the other is the generic wall set. Can you tell which is which???
I managed this by using the capture of the texture file I found somewhere in this thread (or on these forums). Is there any way to extract more textures from the actual game so I can create more wall sets that will work with the existing ones??
marnetmar
09-20-2005, 12:53 AM
Originally posted by shyguy
I don't know if anyone's done this yet, but I've managed to make a basic, colorable generic wall nearly identical to the in game version. Now I can add new wall to the the generic set that came with the game!!
http://img137.imageshack.us/img137/791/colors7ks.jpg
I managed this by using the capture of the texture file I found somewhere in this thread (or on these forums). Is there any way to extract more textures from the actual game so I can create more wall sets that will work with the existing ones??
Very nice work shyguy, those do look almost exactly like the in game walls. You can get the RCT3 Dump program of Jonwil's in the Mod Tools link in my sig. That will extract the in game textures & save them for you. They're in png format, but you can convert them to 8bit bmp files to reuse them.
shyguy
09-20-2005, 02:08 AM
I can't get jonwill's dump program to work. When I run it, I get a missing dll error. :(
marnetmar
09-20-2005, 04:48 PM
Originally posted by shyguy
I can't get jonwill's dump program to work. When I run it, I get a missing dll error. :(
If you can copy down the missing file name try going to the site below to get it shyguy
http://www.dll-files.com/
shyguy
09-20-2005, 11:47 PM
Thanks a bunch, marnetmar. I got it working. Btw, I'm not getting any notices in my email about new posts to each thread after I've left a message. Has this changed?
marnetmar
09-21-2005, 12:26 AM
Originally posted by shyguy
Thanks a bunch, marnetmar. I got it working. Btw, I'm not getting any notices in my email about new posts to each thread after I've left a message. Has this changed?
I'm glad you got it working shyguy.
You should get the e-mails for any thread you "subscribe" to under the reply box. I'm not sure if it's working or not, I'm not subscribed to any right now.
Battor77
09-26-2005, 08:48 AM
I have a little problem ,I want to know ,how remove shadows on walls ? .
http://img255.imageshack.us/img255/3992/shad5ha.jpg
Because this building is ugly with shadows ^^
iceatcs
09-26-2005, 10:32 AM
Do you use milkshape, you can select each face to re-group to separted face group rather group the whole objects?
But if you not using mulkshape at all, then i won't able to help you.
Battor77
09-26-2005, 10:42 AM
Yes i use 3ds max after milkshape for converse 3ds to milkshape file after biturn to converse milkape file to ase
iceatcs
09-26-2005, 10:43 AM
then you can select each face to re-group to separted face,
then import ASE.
Battor77
09-26-2005, 11:08 AM
how do that ?
kobain2k1
09-26-2005, 08:08 PM
it seems like the problem there is the normals. make the normals go flat so it won't smooth out the edges (a 45º range should suffice) .
shyguy
09-27-2005, 03:46 AM
Has anyone figured how to make glass surfaces work right???
http://img362.imageshack.us/img362/3060/glass6hr.jpg (http://imageshack.us)
Sometimes I can see objects behind the glass and sometimes I can't. Sometimes it looks fine when I place the walls, and then I'll look again, and the objects behind the glass disappear. And sometimes, I can see parts of objects. I put a some mermaids behind the glass and half their faces were missing. Other times they disappeared completely! :mad:
marnetmar
09-27-2005, 07:24 PM
shyguy - I think at the moment, it's kind of a crap shoot with the "glass" settings, unless Jonwil has some of the settings for those figured out. I'm not sure that he does, but I could be wrong on that. Hopefully someone will get this figured out before long so that all the "windows" will work properly.
Mr. Six
09-27-2005, 08:36 PM
Those could have some intresting things done with them... Do peeps show up behind them, just not objects?
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