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shyguy
09-28-2005, 01:37 AM
Originally posted by Mr. Six
Those could have some intresting things done with them... Do peeps show up behind them, just not objects?
Yes, Park Novice made some glass sets with images on them that had interesting effects. I don't know if peeps show up or not. It's very odd. Sometimes recoloring an object behind the glass makes it reappear. Let's hope someone figures it out cause it would be a shame if we can't make glass windows... :(
iceatcs
09-28-2005, 08:05 AM
suppose so, if you grayish on alpha then you will get semi transparent (or black for complete transparent) which i think it is work much better than 3d transparent model.
By the way. i haven't learned about the glass. Did you use transparent setting in 3d editor, or use alpha?
Phantom523
09-28-2005, 08:09 AM
Battor (et all)
I use Milkshape, and have found the quick and simple approach with Milkshape is to do this:
Create your model with the bottom of the mesh centered on the x/y/z origin
texture it completely
(in other words, try to complete the model fully and make sure you're happy with it within Milkshape before you even bother converting w/ Biturn and importing w/ Jonwils Scenery editor.. It'll save you lots of headaches later!)
Make sure you select everything and put it all together in one "group" so it's all one model
rotate it -90 degrees to put it in correct position,
(the important part: )
Select all vertices, then click on "Vertice/ Unweld" (Ctrl-shft-w I believe?)
This will break apart any attempts at smoothing, which is what creates all those nasty "shadows"
Don't forget that if you go back to change the original model, you must select all vertices, click on "Weld", then rotate it upright again before you make your changes! ;) To avoid this hassle, I like to save the model as say, "Walloriginal", then rotate it, unweld it, etc. then I save it as "Wallfinal" and use that file to import.
This way if I have to make changes, I just reload "Walloriginal" and go from there.
Just a few stoopid little tricks.... hope they help! :D
shyguy
09-28-2005, 01:52 PM
Originally posted by iceatcs
suppose so, if you grayish on alpha then you will get semi transparent (or black for complete transparent) which i think it is work much better than 3d transparent model.
By the way. i haven't learned about the glass. Did you use transparent setting in 3d editor, or use alpha? I chose Siglass in jonwill's program as opposed to Siopaque.
I don't know anything about alpha yet....
marnetmar
09-28-2005, 08:10 PM
Phantom523 - Thanks for the tip :up: :up:
shyguy - I haven't figured out the alpha textures yet either. It doesn't look like anyone has yet, but I hope someone does fairly soon.
Battor77
09-28-2005, 08:13 PM
Phantom523 thanks I will be to test that .
fillishave
09-29-2005, 08:44 AM
Hi everyone and thanks for lots of useful info on this somewhat tricky subject.
Now to my question: For some reason I can't seem to get my 3D object to be correct on the Y-axis. It looks and works great in the game but it's "lying down".
I have the object textured and ready to go in 3D Studio Max but "wrong" on the Y-axis in RCT3-terms. I rotate it -90 on the Y-axis using "Absolute:World"-rotation but it's still "lying down" in RCT3...
Sorry if this has been up before but I went through about 20-30 pages and couldn't find this exact problem.
If anyone experienced enought can answer my question I'd be very happy.
Thanks!
iceatcs
09-29-2005, 08:52 AM
maybe you have been rotated it, but it is only turn 90 not turn up in right way RCT3 world. Remember there are 3 axises so you might need to rotate in other way.
fillishave
09-29-2005, 09:00 AM
The odd thing is it keeps looking the same way regardless of rotation so I'm guessing it needs to be rotated in some other way inside 3DStudio MAX.
Isn't it the Y-axis that RCT3 uses for "tilting"?
iceatcs
09-29-2005, 09:06 AM
not too sure which one is up? but my editor only show in colour lines, i suppose Y-axis is up in RCT3 as it showing in yellow line on mine.
Klinn
09-29-2005, 02:09 PM
Originally posted by shyguy
Has anyone figured how to make glass surfaces work right???
I haven't had a chance to try it yet, but after JonWil posted data dumps for transparent walls & roofs, I noticed that all of them had:
- Unknown3 = 21
- Unknown4 = 18
- Unknown5 = 29
There may be other settings which are common for these items, I pulled these from the "RCT3-SceneryOVLSettings-Ver3.xls (http://www.designamatic.com/Downloads/RCT3-SceneryOVLSettings-Ver3.zip)" file.
Hope this helps...
Quasimodo
09-29-2005, 04:38 PM
I don't seem to be able to get the link for jonwils custom scenery editor to work.
Is there another link to so I can download it??????
marnetmar
09-29-2005, 05:30 PM
Originally posted by Quasimodo
I don't seem to be able to get the link for jonwils custom scenery editor to work.
Is there another link to so I can download it??????
You can get the newest version 11.2 on the page below Quasimodo
http://www.modstothemax.net/pages/rct3_tools.php
Quasimodo
09-29-2005, 07:21 PM
Do I need anything other than this to make my own scenery items????
marnetmar
09-29-2005, 07:28 PM
Originally posted by Quasimodo
Do I need anything other than this to make my own scenery items????
You'll need some type of 3D modeling program to actually make the models to put into the game.
I use Milkshape, which you can get from the link in my sig. It's a free 30 day trial & after that you have to purchase/register it to keep using it, but it's a good program & well worth the $25.00 it costs to buy it.
Quasimodo
09-29-2005, 07:43 PM
Originally posted by marnetmar
You'll need some type of 3D modeling program to actually make the models to put into the game.
I use Milkshape, which you can get from the link in my sig. It's a free 30 day trial & after that you have to purchase/register it to keep using it, but it's a good program & well worth the $25.00 it costs to buy it.
Thanks, Thanks, Thanks!
Once again a helpful and informative answer.
Well.....here I go.
;)
shyguy
09-29-2005, 09:43 PM
Originally posted by Klinn
I haven't had a chance to try it yet, but after JonWil posted data dumps for transparent walls & roofs, I noticed that all of them had:
- Unknown3 = 21
- Unknown4 = 18
- Unknown5 = 29
There may be other settings which are common for these items, I pulled these from the "RCT3-SceneryOVLSettings-Ver3.xls (http://www.designamatic.com/Downloads/RCT3-SceneryOVLSettings-Ver3.zip)" file.
Hope this helps... I checked the data dumps and tried already. It still didn't work...
coasterfreak00
10-04-2005, 09:01 PM
I still don't get how to make a simple wall, I need to make a .ase file and I have to get a .3ds file for that but I don't know how to do that, is there any simple way to make a plain wall?
iceatcs
10-04-2005, 09:11 PM
Well if you can make model to 3DS then you can convert by biturn which i am using it for Milkshape to ASE.
There is the Biturn's website (http://mirex.mypage.sk/index.php?selected=1)
(look down for biturn to download the latest version for convert with your 3DS to ASE.
But if you still need 3DS then you might need to find one the free editor or buy one,
But milkshape is one of best for RCT3 object but it is not free, still only cheap about $25 i think not sure,
Milkshape is best to save MS3D file which it is orginial format for milkshape.
use google for milkshape for more detail.
marnetmar
10-04-2005, 09:50 PM
There's a link in my sig to the site for Milkshape. It has a 30 day free trial, after that you have to purchase/register it to keep using it, but it's well worth the $25 cost.
Also you can convert the standard ms3d Milkshape model files to the ase files with Biturn, no 3ds necessary.
Zeppelin
10-04-2005, 10:38 PM
is there a list that someone has made that says what all the flags are?
marnetmar
10-04-2005, 10:47 PM
Originally posted by Zeppelin
is there a list that someone has made that says what all the flags are?
Klinn has a list compiled & I believe someone else updated it not long ago, but I can't find the link. I think it's in this thread somewhere, but I'm not certain.
Zeppelin
10-04-2005, 11:42 PM
ok, for the first time i created a custom object that had the texture show up(it was a blue block):)
I then tried to follow the recolorable tutorial that came with teh importer, and made this texture:
http://img227.imageshack.us/img227/3853/texture27kw.png (http://imageshack.us)
that would be right for a recolorable object right?......because when i tested it, it showed up as a blue block, but it didn't change colors when i selected a different color....what could i be doing wrong?
whats the alpha texture thing do when making an .ovl? I can't figure it out.
Caffinated
10-05-2005, 04:34 PM
The BMP has to be "indexed". This means that it saves that particular shade of blue as a particular number (0-255). The index is what makes the item recolorable.
How to do this outside of photoshop? I don't know ><. However, for assistance, I did create a single color indexed bitmap when I still had the trial going.
http://cafeens_corner.tripod.com/RCT3/download/plain_changeable.bmp
Or right click and "Save target as..." on this link (http://cafeens_corner.tripod.com/RCT3/download/plain_changeable.bmp).
It's only 8x8, so it keeps the filesize down. It's the simple texture I used on all my letters as well.
I don't know anything about alpha stuff yet, granted, I haven't had the time to play with it either :(.
<edit>Tripod's being flaky and slow today, so the img isn't being shown right now (edited out the img tags)
if i don't want to use it, what do i put in that box? if its left blank i think the program gives an error......
Zeppelin
10-05-2005, 08:26 PM
Originally posted by 2005
if i don't want to use it, what do i put in that box? if its left blank i think the program gives an error......
you can leave the alpha texture blank.....i to am curious about what this does.
How to do this outside of photoshop? I don't know ><. However, for assistance, I did create a single color indexed bitmap when I still had the trial going.
that sucks....i use paint, and just made a custom color that was 0 red, 0 green, and 255 blue......I thought that was what it meant.
iceatcs
10-05-2005, 08:34 PM
alpha texture is for transparent the texutre like masked it
Zeppelin
10-05-2005, 11:30 PM
Originally posted by iceatcs
alpha texture is for transparent the texutre like masked it
do you mean like the glass in the windows and stuff?
I got the recolorable textures to work, but when i make my wall, they are either too big or too smalll.....how do you get the walls the same size as in the game.....and how do you make it so that it is on the edge of a tile instead of centered?
iceatcs
10-05-2005, 11:36 PM
Well yeah but it is little different than if you use special OVL glass.
Which it is transparent on the texture not the model. Sometime it is better way cos they you can transparent without add more polygons.
But I dunno how to alpha. I have tried once but I think I have to let it enable like mapping on the alpha texture by 3D editor before convert to ASE which I dunno about that yet.
Hope if I have time, I might have a look more about that. Google is my friend ;)
what does everyone use for the texturestlye? I tried siopaque but the model was invisible. I made loads of models before, but not even have looked at the editor for 4 months, i've just forgotten everything (and theres new stuff to learn as well)
Zeppelin
10-06-2005, 03:50 PM
i use siopaque.....i had the object be invisible too until i just made a new object in the 3d program.....that solved the problem.
iceatcs
10-06-2005, 03:59 PM
normally on mine, i have found that if i get problem to get it visible you might need to flip the face other side as it could be you have mapping the texture on the inside of the model.
yeah i'll try that.......
Zeppelin
10-06-2005, 09:41 PM
to make an object a different size....do i need to change the size in the 3d editor, and change the size of it in the importer....if you change it in the importer.....then what size is a regular wall?
marnetmar
10-06-2005, 10:32 PM
Originally posted by Zeppelin
to make an object a different size....do i need to change the size in the 3d editor, and change the size of it in the importer....if you change it in the importer.....then what size is a regular wall?
You'll have to resize the model in the modeling program, the "size" setting in the importer are just so the game knows how many grid "squares" each object takes up for collision detection purposes. I haven't used the colission settings myself, that enables a wider range of use for the props.
Zeppelin
10-07-2005, 12:06 AM
Originally posted by marnetmar
You'll have to resize the model in the modeling program, the "size" setting in the importer are just so the game knows how many grid "squares" each object takes up for collision detection purposes. I haven't used the colission settings myself, that enables a wider range of use for the props.
sounds like it will be a lot of work.....are there any like ASE files that are just blank walls that people have made?:confused:
Witward
10-08-2005, 04:17 PM
im new to custom scenary and im trying to import a simple sphere in to roller coaster tycoon 3 using anim8tor , and ive used biturn to switch the 3ds file so ase file but when i go to create a ovl with jon wills program and save it i get a cant save ovl file due to missing data error can any body help me with this?/? Please
Zeppelin
10-08-2005, 04:30 PM
are you adding a texture?......there is a tutorial for this, written by jonwil, and there is one written by icecats too i think. just do a search to find them.:)
Witward
10-08-2005, 04:33 PM
so then does it have to do with textures then, ive done searches i didnt come up with any thing but this thread wich by the way has 2000+ posts
Zeppelin
10-08-2005, 04:45 PM
so then does it have to do with textures then, ive done searches i didnt come up with any thing but this thread wich by the way has 2000+ posts
ok, here's jonwils tutorial. click here (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=486388&highlight=custom+scenery+help)
I couldn't find icecats.....there is a link in jonwil's tutorial thread, but the page it brings you to isn't there.:(
Hope that helps:)
Der Freak 00
10-16-2005, 04:13 AM
Originally posted by Klinn
I haven't had a chance to try it yet, but after JonWil posted data dumps for transparent walls & roofs, I noticed that all of them had:
- Unknown3 = 21
- Unknown4 = 18
- Unknown5 = 29
There may be other settings which are common for these items, I pulled these from the "RCT3-SceneryOVLSettings-Ver3.xls (http://www.designamatic.com/Downloads/RCT3-SceneryOVLSettings-Ver3.zip)" file.
Hope this helps...
You should either set the flags 1, 7 and 34 :)
http://img422.imageshack.us/img422/4862/shot08191yw.th.jpg (http://img422.imageshack.us/my.php?image=shot08191yw.jpg)
[EDIT: Flag33 causes Collision Detection with paths, don't use it!]
http://img413.imageshack.us/img413/917/glas5br.jpg
-Der Freak 00
EDIT:
Maybe you also have to set unknown2=unknown1, I haven't tested that yet.
EDIT#2:
unknown2=unkown1 seems to help
SlipperyPenguin
10-19-2005, 09:41 AM
Hi Guys..
I know some of you are using Anim8or to create objects and wondered if anyone can point me to a good tutorial (or give some help) on how to texture objects in Anim8or. I can add a basic texture no problem but what i don't know how to do is map different areas of a texture to different faces.
eg. use 0,0-128,128 (pixel area of my texture.. which lets say is 256x256 pixels in total) for the wall face and then use a different area (say 129,129,130,160) for the wall sides.
Is this possible and if so how ?
Any help would be much appreciated.
PS. I'm not actually using Anim8or to create the objects (I use Imagine) but I can import them and do basic texturing fairly easily.. it's the texture mapping using co-ords I'm really stuck with)
Thanks
Slippery
I don't have anim8or on this computer, but from what i remember you use the UV func. on the side bar.
Basicalyl you select a face, then the texture, then
you can move the texture left/right, up/down with the arrow keys (or whatever) - anim8or will display the real texture on the object face, and you can posistion it how you want by actually viewing it in real time. When the texture overlaps the face (ie its too big), an8 will cut off the excess (trim it). imagine the texture sliding over the face as you adjust the UV, but you don't see the bits that don't fit. You can then apply the same texture to each face (imagine, you were making a cube for example) but adjust the UV for each as much or little as you want.
basically you move the texture around by sight, you don't need to know the co-ordinates in the background.
You can add a different texture for each face i think (or maybe more than one even ) but you can only have one texture for each mesh in rct3 anyway so theres no point really. (again imagine a cube, it has to be one mesh really)
I worked all this out years ago, but i haven't used this feature yet, so i don't remember al lthe details. I'll get a copy now and take a look.
Also, i don't know (because i haven't tried yet) if the co-ord. get saved intact from an8 to 3ds to ase to ovl. Probably ok, but........
SlipperyPenguin
10-19-2005, 09:57 AM
2005..
That's what I want..
Really all I need to do is create the texture (containing all the bits i need) and then map the different areas per face on my object. I really don't car if this is done visually or via maths.
Are there any tutorials on doing this as the manual is a bit limited. Alternatively any help would be appreciated.
Oh.. an of course if anyone knows whether the conversion destroys the texture mapping it maybe good to know before I begin all this..
Thanks
Slippery
Last thing first - try something simple to begin with.
Anyway i just took a look, wow i've forgotten a lot but i will write a short tutorial to get you started. I'll post it in about 30 mins.
I know some of the basics, an8 dosn't have a very good interface.
SlipperyPenguin
10-19-2005, 10:26 AM
Thanks 2005
Very, very much appreciated.
Yep.. the interface is a bit weird but easy to learn (I don't want to spend ages learning how to do stuff.. I just want to do it as I already have a good app I've been using for years to build models. Unfortunately it doesn't export the normals correctly or textures into 3DS (or LWO for that matter), hence the need to use something simple to add textures.
Thanks again.
Slippery
I've made a 60^3 unit cube here.
)First convert to mesh (select and join solids) if not already. it should go white boundry
(note the screen is wrong, but your object, should be white)
)Select the object
)Press the point edit button
http://img356.imageshack.us/img356/9691/one0li.jpg
)Press face select
)select a face (you need to repeat this process later for all sides, but its
the same basically). Any face, dosn't really matter.
http://img356.imageshack.us/img356/6514/three9ym.jpg
)press the materials button. A menu appears
http://img352.imageshack.us/img352/2614/four4sm.jpg
)Select 'file' and then double click 'new'. A box appears.
click textures, then the '...' tab (its a file browser), load texture,
then pick the texture for each section you want to use.
I think at this stage you *could* load multiple textures for the face, if you
needed to for some reason.
an8 has a 'checks' sample texture you can use if you want, or you can load your own.
http://img352.imageshack.us/img352/2040/five2jt.jpg
)When you have loaded your texture, it should appear in the texturer selecter box.
highlight it and press ok (make sure it shows in the preview first though, its a little
sphere with the texture wrapped around it).
http://img352.imageshack.us/img352/3515/six9gm.jpg
)press ok on all the boxes to go back to the main screen. the materials box should be active
still, but now theres a sphere in it, and it says material01.
) click apply in the materials tab. Basically, you make materials, then stick them to faces,
at least thats the way i understand it. So you can make the material first if you want,
then select the face, its the same thing.
http://img352.imageshack.us/img352/33/70kc.jpg
) click UV in the toolbar. Press and hold the RMB and move the mouse - the texture should
move across the selected face. So if the texture is huge (like 512x512) you can put many
images on it as a workaround ofr multiple textures, because most of the texture is
hidden.
Note the final two screens are NOT the same - look carefully
at the texture - same texture, but i've moved it.
http://img352.imageshack.us/img352/4046/82aa.jpg
http://img352.imageshack.us/img352/2190/96ob.jpg
Or at least i think this is how everyone else makes the 1texture different coordinate trick.
SlipperyPenguin
10-19-2005, 11:38 AM
Thanks 2005
You're a star..
I'll give this a go and let you know how I get on.
Thanks
Slippery
with the UV, RMB moves the reference plane up/down/left/right, LMB rotates the reference plane in a z direction. Still trying to figure out how to move the refernece plane accuratly.
Edit: successfully Uv mapped same texture with different co-ordinates - looks good:
http://img434.imageshack.us/img434/5811/sepmapsuccess8oe.jpg
Just not sure if it'll work with rct (i don't have it on this computer).
is anyone writing all the stuff for this thread down for a manual?
SlipperyPenguin
10-21-2005, 07:00 AM
Thanks 2005..
I played last night and seem to have got the hang of it.
Does anyone know if all this texture mapping will convert from Anim8or through Biturn and via the importer ?
Is anyone using Anim8or anymore and if so have you done this.
Any help before I start creating loads of custom objects would be appreciated.
thanks
Slippery
Groovdafied
10-21-2005, 07:12 AM
I've finally imported a plain cylinder with my name on it, and also meeting all the requirements for the editor "Thumbnail, description and OVL..." However I'm deeply puzzled as to what these features are for and how they are supposed to be used...
http://dreemaze.com/parks/panel1.JPG
In this picture it shows the "Unknowns 1-9, Flags, Position, Size and all that highlighted in the blue squares. What I would do is use one of the downloaded SID information to help me fill in the flags and such, however if I'm going to start creating structures that's a bit more massive or larger (for example; a model taking up 4x2 squres in the game that is one full unit high), how will I effectively fill in this information to accomodate this model?
*~*and*~*
http://dreemaze.com/parks/panel2.JPG
In this picture I'm confused as to what the "Effect points and References" are for...
I was hoping if someone would clear this up for me?
I appreciate any responce... Please don't reply with "follow the link and read" (unless it clearly describes what I'm asking for) because I've been searching and reading a lot of these threads on custom scenery and after figuring these things out on my own I still have questions that I would like to be answered.
Thanks again!
Originally posted by SlipperyPenguin
Does anyone know if all this texture mapping will convert from Anim8or through Biturn and via the importer ?
Is anyone using Anim8or anymore and if so have you done this.
Any help before I start creating loads of custom objects would be appreciated.
Nope, i will, just haven't had time yet. Just try a small object, a cube or something, first. Dosn't help i don't have internet access until monday (i'm using internet at uni now)
EDit: i put an edited version of that tutorial into a .pdf unfortunatly i left my flash disk on the computer at uni and someone stole it :mad: :mad: :mad: I'll write it again when i get a chance (and a new flash disk).
Zeppelin
10-21-2005, 08:15 PM
Originally posted by Groovdafied
I've finally imported a plain cylinder with my name on it, and also meeting all the requirements for the editor "Thumbnail, description and OVL..." However I'm deeply puzzled as to what these features are for and how they are supposed to be used...
http://dreemaze.com/parks/panel1.JPG
In this picture it shows the "Unknowns 1-9, Flags, Position, Size and all that highlighted in the blue squares. What I would do is use one of the downloaded SID information to help me fill in the flags and such, however if I'm going to start creating structures that's a bit more massive or larger (for example; a model taking up 4x2 squres in the game that is one full unit high), how will I effectively fill in this information to accomodate this model?
*~*and*~*
http://dreemaze.com/parks/panel2.JPG
In this picture I'm confused as to what the "Effect points and References" are for...
I was hoping if someone would clear this up for me?
I appreciate any responce... Please don't reply with "follow the link and read" (unless it clearly describes what I'm asking for) because I've been searching and reading a lot of these threads on custom scenery and after figuring these things out on my own I still have questions that I would like to be answered.
Thanks again!
You don't have to fill in any flags...for the unknowns just set them all to "0", and unknown 1 to unknown 1 and uknown 2 to unknown 2. Position is where it is when you are placing it relative to square......like if you want ti to be on the edge or in the middle of a square. as for size,i always leave Z at 1, and just do the X as horizontal size and Y as vertical size......but you may have to change the size in the 3d program.....because it wont "stretch" the model (or atleast i don't think it will)
I have no idea what to do with reference....I just leave it blank. The effect point has to do with lighting i believe.....but i haven't tried that out yet.
hope that helps.:)
Der Freak 00
10-22-2005, 04:37 AM
The Effect Points are for lights, stalls etc.
It works a bit, but there are only bright places on the object, there's no light (maybe I do something wrong:p )
I think the size etc. is not important. I alway fill in the following things:
Position: 1-1-1
Size: 0-0-0
Those are th things I filled in @ the effect Points:
nb01 witz all 0
lightstart_lamp with all 0
lightcolor02r0g0b0 with all 0
radius03 with random numbers
Originally posted by Der Freak 00
The Effect Points are for lights, stalls etc.
It works a bit, but there are only bright places on the object, there's no light (maybe I do something wrong:p )
I think the size etc. is not important. I alway fill in the following things:
Position: 1-1-1
Size: 0-0-0
Those are th things I filled in @ the effect Points:
nb01 witz all 0
lightstart_lamp with all 0
lightcolor02r0g0b0 with all 0
radius03 with random numbers
same - size crashes the game i think with any other setting except o, same with posistion.
I tried to put that tutorial into .pdf but it looked odd. I'll put it into a word documnet instead....
bump
I can't get the icon texture to work properly. how does this work? it should show the 64x64 top left corner of the 512x512 file when you put the co- as 0,0,0,0?
Zeppelin
10-25-2005, 05:01 PM
Originally posted by 2005
bump
I can't get the icon texture to work properly. how does this work? it should show the 64x64 top left corner of the 512x512 file when you put the co- as 0,0,0,0?
Icons need to be a 64X64 bmp image, and fill in the top and left as 0, and fill the bottom and right in as 64.
ok, that was what was wrong
apart from recolourable textures, this is the only part of the OE i haven't got to work (yet)..........
SlipperyPenguin
10-31-2005, 06:55 AM
Hi 2005
Sorry to be a pain.. but I've gone through your tutorial for anim8or a number of times and I always get stuck on the "apply" texture bit.
I have my object, I've created my texture (under "file") and it shows in the materials. I highlight the faces I want to apply it to.. press "apply" and all I get is a face that has a bright orange-yellow colour.
I've looked at the preferences and the "texture" check box is checked so it should show my texture but it doesn't.
Also do I need to use the UV thing to get it to show as I can't seem to get any texture I use to show at all.
Any help would be appreciated as I'm close to cracking this and then I'm ready to build and release all those ideas I have.
Thanks
Slippery
First, only do one face at a time.
All you need to do now is deselect the face and the texture should be visible in object edit mode.
in point edit mode, which shows a wire frame view usually, click the arrow (select) icon, click anywhere on screen (not on the object though) and that'll deselect the face. Alarmingly, it looks like nothing has happened, becasue its just a wireframe, but go back to object edit and
then go back into object edit mode. The texture should then be visible.
I think you went back into object edit mode without deslecting the face first thats all. an8 simply shows as a warning you have a face selected. But the texture is there.
I just tried it now, you MUST be in point edit to deselect the face. you can't deselect it from object edit mode for some reason.
After this you can go back and edit the UV (in either object or point edit modes, i don't think it matters, but to reselect the faces you want to UV edit, you need to go back into point edit mode anyway).
tikitiki
11-01-2005, 07:09 PM
After 13 releases, im a bit lost with which importer is the latest? anybody able to link me to the latest importer?
marnetmar
11-01-2005, 11:10 PM
Originally posted by tikitiki
After 13 releases, im a bit lost with which importer is the latest? anybody able to link me to the latest importer?
Here you go Tiki
Jonwil's importer v13 (http://modstothemax.net/games/rct3/modtools/jonwil/rct3imp13.zip)
SlipperyPenguin
11-02-2005, 07:16 AM
Thanks 2005..
but that's not it..
I think there is something strange happening (or something I'm not doing with the texture or material).
If I create a standard material of any colour I can apply this easily (the face changes colour fine and I can see the colour in the perspective view) but if I then edit the material and add a texture then only the colour is displayed.
What I find strange is that if I set the colour to purple (for instance) then add an ambient texture (eg. wall bmp) then the texture appears in the materials window tinted with the colour of the object. What's even stranger is that I can only get the texture to appear in the materials window (on the sphere) if I add it to the ambient texture and then deselect the equals sign next to the standard texture setup values (ambient, specular etc..)
Maybe I'm not actually setting the texture up properly..
Seems all a bit upside down to me (I'm begining to get really frustrated with this)..
Any help (I'll give it one more try before I throw Anim8or in the bin !) would be appreciated.
Thanks
Slippery
thats weird.....make sure you got the latest version of an8.
Anyway for this i used the built checks texture, but its the same thing. Don't select a background colour, just leave the defaults and add a texture.
You only need the ambient/diffuse to get it to work. Note i haven't added any colour or other material here.
http://img330.imageshack.us/img330/2152/one4nn.jpg
Click apply, but the wireframe still shows.
http://img463.imageshack.us/img463/482/two8hw.jpg
deselect it
http://img354.imageshack.us/img354/4526/three2kt.jpg
go back into object edit, and the texture should appear now.
http://img477.imageshack.us/img477/1813/four3wq.jpg
if you go back into object editing mode, without deselecting the face first, this happens:
http://img477.imageshack.us/img477/1562/five2mb.jpg
SlipperyPenguin
11-02-2005, 08:58 AM
Thanks 2005..
It works now...
Gos knows what the hell was going on. I'm not stupid (I have used Lightwave and many other 3D apps in the past) but this just didn't seem to work.. and now it does..
Maybe I was doing something in the wrong order or something.. who knows.. but hey I'm there now.
Thanks again 2005.. much appreciated..
Ok.. I'm off to do loads.
Slippery
SlipperyPenguin
11-02-2005, 09:21 AM
2005..
Discovered what it was...
If I create an object in Anim8or all progresses well, however if I use an imported object (lwo, 3ds) then the textures don't show when I apply them (the face goes the colour of the texture (eg. for a wall it goes brown) but the texture doesn't show at all).
Just wondered if you know how to convert either of these formats to the correct object so I can texture them in Anim8or and see the texture I've applied to them..
If not.. no worries.
Thanks
Slippery
No, sorry.
I use professional 3D/CAD design programs for my uni course but they don't export to 3ds or anything.
playbass2much
11-22-2005, 02:05 AM
I'm working on figuring this out. Beside's the y-axis being wrong and the size alittle off the object shows up in the game. I have my icon in png but it doesn't show in the menu. This could the error. Any ideas on what it is?
http://img509.imageshack.us/img509/6720/screen5zu.gif
iceatcs
11-22-2005, 08:22 AM
I think you have made far too big for the park, it sounds like about 2 times larger than standard sandbox size cos those numbers, LOL yeah far too big.
Try hell reduce to like 1% of the size with your 3d editor.
playbass2much
11-22-2005, 11:57 AM
I'm not sure if thats it because it's only taking up two squares in the game
iceatcs
11-22-2005, 02:43 PM
did you type any numbers but not '0' on the SID area?
If so,
Try put everything '0' inc unknown 3 to 9 but not 1 and 2, put 1 for unknown1 and 2 for unknown2
Also put 1000 for cost it is mean 10 unit for cash (like £10) and -1000 for refund (mean get £10 back)
see what happen this time.
playbass2much
11-24-2005, 01:29 AM
I tried the 0's and that didn't seem to work either. I got the demo of 3DS Max and did the tutorial from the forum and still got the same error's. Here are my files in a zip (http://wdwphotohut.com/rct3/plywood.zip). Also I used the Brick wall sid that mentioned in the tutorial.
the new editor seems to give error "can't create ovl due to missing data". Anyone know what this is? Some files work, some don't.
Zeppelin
11-24-2005, 09:08 PM
Originally posted by 2005
the new editor seems to give error "can't create ovl due to missing data". Anyone know what this is? Some files work, some don't.
did you click file > save scenery first?....If you don't save the scenery file then I don't think it will work. make sure you have the correct settings for textures as well.
nope, thats new to me. i'll try that later.
EDIT: No, it dosn't work. I get the same error if i try to save the .scn file first.
the bject has several meshes but tihs shouldn't be a problem should it?
camandjack
11-28-2005, 07:58 PM
I cilck the download for the inporter and I get "404 page not found" can anyone help me? I need this so that I can make all of my contestents in my comtest (see my sig) happy. Thanks!:)
~Camandjack
just a note, see the phantom mesh thread
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=504388
About the missing data error (solved!!!)
TopStar
12-22-2005, 02:05 AM
Some thing's wrong, when I convert it to an ase. file and open it, it finds an error and it closes
Guybrush_47
12-22-2005, 06:32 AM
Try re-exporting the model.
Make sure the texture format is correct.
What 3d software are you using?
Geowat
12-29-2005, 06:12 PM
404'd dl :(
marnetmar
12-29-2005, 07:05 PM
404'd dl :(
Try the RCT3 Mod Tools link in my sig Geowat for the newest version of the importer.
jonwil
12-29-2005, 07:32 PM
If you want the latest versions of my programs, you can always find them here
http://www.sebar.com/jonwil/
sevey13
01-02-2006, 10:09 PM
Ok. I am gonna take a dip into the world of Custom Scenery. After asking several people, I have come to realize that the only way to REALLY do this well is to make it muself. I have worked with NURBS before, so I won't be totally lost, but is anyone willing to help me on a more one-on-one basis? Anything would be GREATLY appreciated.
ryan118118
01-08-2006, 05:21 AM
i got the object in the game but i cant place it.
please help!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
weasel497
01-11-2006, 09:46 PM
The link isn't working. I get a "page can not be displayed" message. Could someone send it to me via E-mail? Weasel497@ev1.net
thanks!
RCTXTreme
01-24-2006, 01:16 AM
It's probably already been answered, but I searched and found nothing.
I've recently decided to give custom objects another attempt. ('cause I failed miserably my first few times) This time I got a lot farther, but I still ran into one problem. Just for practice I decided to make a copy of the standard slate wall already in the game. After a little playing around with it, I was able to get it, and the texture, properly mapped, into the game. The only problem is, due to the restrictions of the importer, I had to make the texture a 256 color bitmap. I used jonwil's dump tool to get the PNG version of the textures from the game, but when I converted it, it lost a lot of detail. In the end it didn't look near as good as the original.
So is there any way to convert the texture without the color loss? All my other image programs save in 24-bit format which the importer won't accept. I know it's possible, because I've seen other peopl use the same texture before and it came out fine.
Please help.
iceatcs
01-24-2006, 01:21 AM
Photoshop will help you lotta to reduce loss of quality.
PNG from the game shouldn't reduce any quality when convert to BMP because it is already 256 colours in PNG... Try save it as same bit but change picture file format.
RCTXTreme
01-25-2006, 04:46 PM
[DELETED]
cacheuxi
02-19-2006, 02:01 PM
Hello , my name is lulujarre,i am French and I manufacture scutom scenery ,to see the web site french VIRTUAL COASTER RTC3,i have a
simple question,how made you so that the objects do not become invisible too much quickly in zoom mode in the play.Excuse me
my english is not perferct.I work with milksape 3D.Thank you very much
Jag100
02-19-2006, 02:37 PM
Hello , my name is lulujarre,i am French and I manufacture scutom scenery ,to see the web site french VIRTUAL COASTER RTC3,i have a
simple question,how made you so that the objects do not become invisible too much quickly in zoom mode in the play.Excuse me
my english is not perferct.I work with milksape 3D.Thank you very much
I'm not that sure how to make to make a distance objects. i would really like to know this too as being a custom scerery maker too. also lulujarre i like the disney castle 2 that is way cool. i will try to find out how to make a distanced viewed object
click this link for more info
http://www.ataricommunity.com/forums/showthread.php?p=7479606#post7479606
cacheuxi
02-19-2006, 02:48 PM
I does not understand why without both addons soaker and wild the objects remains visible
Jag100
02-19-2006, 02:50 PM
you need objects that have low polygons
Potter
02-19-2006, 03:06 PM
I does not understand why without both addons soaker and wild the objects remains visible
As a move to optimise things for reducing lag problems, Frontier put code in soaked and wild addons, to make objects having high polygons to disappear when viewed from long distances. So reducing the polygon count might help to solve this.
But, I think I have seen some cases where low polygon counts were also making objects to disappear quickly. So, in those cases, slightly increase the polygon count . In the end, I guess it is a trial-an-error approach now :confused:
cacheuxi
02-21-2006, 02:29 PM
thank you all for the ones advises it has is true that it is
necessary low polygons it is disappointing because one cannot manufacture
of the landscapes very detaillers
Plokoon111
03-05-2006, 06:09 PM
The limks broken, I need the importer please ;)
lewtheo
03-11-2006, 06:54 AM
can you put the importer link back up please, the one at start of topic doesnt work, and what are ase files? can't you tell i dont use this
marnetmar
03-11-2006, 02:25 PM
Importer Version 132 (http://sebar.com/jonwil/rct3imp132.zip)
lewtheo
03-11-2006, 02:35 PM
thank you and what are ase files?
UV mapper --
Anyone actually used this and got the textures to line up correctly? No matter what i do, the textures are right on some faces, misaligned on others, and completly messed up on the rest.
Jag100
04-02-2006, 05:54 AM
never use UV mappper it is the worst program to you to just texture stuff so no noone never got correct lines from it
Lmao Jag don't put people off a good program maybe just because you don't like it. What you just said is what just went down the toilet.
I've never been able to get UV mapper to get the textures right, at least for rct.
Has anyone actually managed to use it for rct3? Maybe the UV is messed up in the conversion process.
Either I way i doubt it'll ever work for rct3 editing.
Phil if you have got it to work there is lots of people who would like a tutorial!
The_Cook
04-07-2006, 02:27 PM
Probably only JonWil can answer this, but does anyone know where to get hold of libOVL? The RCT3Tool project refers to libOVL but I've not been able to find any useful references on the net, other than that it might be part of libGGI.
The reason for asking is that RCT3Tool is crashing trying to load an ASE file that I've generated using a small C-Program. It's undoubtedly a flaw in the ASE file that I've generated, but RCT3Tool doesn't give much diagnostic feedback. If I could build a debug version then I could run it via MSVC debugger find out where the crash is occuring and either fix my ASE file, fix RCT3Tool, or hopefully both. Interestingly the ASE file previews in BitUrn correctly so it's got to be something fairly subtle.
All kudos to JonWil for creating the tool, I'm just trying to help out by fixing some of the bug-ette's that I keep running into with the tool.
Edit: 8th April
I've managed to get my ASE files working, a missing double quotes after *SCENE_FILENAME was causing the problem. I'd still like to be able to build RCT3Tool if anyone does know where to find libOVL.
Got UV to work in (or through) anim8or although it needs a bit of a work around, and UV is very trial and error (many times). it does work though. eventually.
Potter
04-14-2006, 04:32 AM
Probably only JonWil can answer this, but does anyone know where to get hold of libOVL? The RCT3Tool project refers to libOVL but I've not been able to find any useful references on the net, other than that it might be part of libGGI.
libOVL is a custom dll. you can get it from from the source zip of the RCT3Tool (it will be located in a folder called libOVL)
The_Cook
04-15-2006, 04:43 AM
libOVL is a custom dll. you can get it from from the source zip of the RCT3Tool (it will be located in a folder called libOVL)
It's the actual source files for libOVL that I was after, particularly the headers which are located in ../libOvl/*.h, without them I can't rebuild the tool.
Potter
04-25-2006, 10:36 AM
It's the actual source files for libOVL that I was after, particularly the headers which are located in ../libOvl/*.h, without them I can't rebuild the tool.
Did you try opening the "RCT3 Tool" solution file? It works fine for me and includes the libOVL project also. As far as I know, all the header files are included with source. If it is still not working for you, maybe you can post the header files that are missing and I can upload them for you :heart:
The_Cook
04-26-2006, 03:44 PM
Did you try opening the "RCT3 Tool" solution file? It works fine for me and includes the libOVL project also. As far as I know, all the header files are included with source. If it is still not working for you, maybe you can post the header files that are missing and I can upload them for you :heart:
The header files that are missing are anything related to libOVL., possibly they were included in an earlier release but JonWil forgot to include them in the latest release. Equal given that I think they're third party he may not have wanted to include them because they're not necessarily his to distribute.
The actual files that I'm missing is anything in ..\libOVL, full listing according to the .vcproj file is:
..\libOVL\BoneAnim.h
..\libOVL\BoneShape.h
..\libOVL\Common.h
..\libOVL\DisplayText.h
..\libOVL\FlexiTexture.h
..\libOVL\GUIIcon.h
..\libOVL\IconTexture.h
..\libOVL\libOVL.h
..\libOVL\Ovl.h
..\libOVL\path.h
..\libOVL\Scenary.h
..\libOVL\ScenaryVisual.h
..\libOVL\stall.h
..\libOVL\StaticShape.h
..\libOVL\StyleOVL.h
..\libOVL\TerrainType.h
marnetmar
04-26-2006, 04:39 PM
The_Cook - Check your PM's ;)
RoCkInToM.
06-18-2006, 04:02 PM
can anybody help me?
the link doesn't work anymore
the same thing happened by the importer 111
i have 132 but not the version of the tutorial
RoCkInToM
marnetmar
06-18-2006, 06:27 PM
can anybody help me?
the link doesn't work anymore
the same thing happened by the importer 111
i have 132 but not the version of the tutorial
RoCkInToM
RoCkInToM - Try the link in my sig for Klinn's Tutorial, it was made for an earlier version of the importer, but it should be a lot of help, most things are the same.
RoCkInToM.
06-19-2006, 07:27 AM
Thanks man!
RoCkInToM.
kobain2k1
07-28-2006, 07:15 AM
----------------------------------------------------------------------------------
Anyone actually used this and got the textures to line up correctly? No matter what i do, the textures are right on some faces, misaligned on others, and completly messed up on the rest.
----------------------------------------------------------------------------------
I had the same problem and it was really frustrating. If it's the same problem I had been having it was because the importer handles coordinates as per-face and not per-vertex, that is, any given vertice has to have one and one one coordinate. This was driving me crazy, and made me do a lot of unweldings. but...
Tonight I asked my Friend DragonsIOA to take a look at the code and do some tweaking, so he made a few changes I asked him:
-Added checkbox in texture flags (create scenery OVL) to copy the settings to all meshes (useful when an ASE file has lots of little meshes in it, so now you don't need to go through each and every one of the objects inside an ASE file to set texture style!)
-Fixed minor memory leak
-Fixed import of texture in ASE file to use per-vertex texture coordinates (now complex meshes should import texture UVs just fine!)
I'm testing the program and see if it fixes a few problems I had been having with the UVs, so far it seems to be working just fine. As soon as I finish testing a few more objects I have, I'll pass the changes to Jonwill and post a link to the fixed EXE (if that's how they do it)
Olmec
08-26-2006, 06:22 PM
ok last post was a little less than a moth ago and i tried to dowload it but i get a 404 has it been taken off the web for good or been reloctated?
Belgabor
08-26-2006, 06:32 PM
The complete verison is available here (http://www.sebar.com/jonwil)
A small (but important) update is available in this thread (http://www.ataricommunity.com/forums/showthread.php?p=7818330)
For an explanation why it is important see the facts&figures thread in my sig
Olmec
08-26-2006, 06:39 PM
ill just take your word for it
ok i went to the site witch file is it?
Belgabor
08-26-2006, 06:53 PM
ill just take your word for it
ok i went to the site witch file is it?
The first link, "Importer"
britblad
08-31-2006, 01:42 PM
the link dont work
Belgabor
08-31-2006, 02:00 PM
Both work for me.
CheeseSoup
10-01-2006, 10:51 AM
Sorry JonWil the link doesn't work.
Belgabor
10-01-2006, 12:56 PM
The complete verison is available here (http://www.sebar.com/jonwil)
A small (but important) update is available in this thread (http://www.ataricommunity.com/forums/showthread.php?p=7818330)
For an explanation why it is important see the facts&figures thread in my sig
Both of these work. For my updates see the link in my sig.
ckfour
10-04-2006, 10:47 PM
the link doesnt work:(
Belgabor
10-04-2006, 11:05 PM
For the third time in a row someone claimed the links don't work, for the third time I checked them and THEY WORK!!!
yogamoanyo
05-15-2007, 05:37 PM
sorry for this very MAJOR bump but, i cant find with file i need from the link Belgabor gave us.
marnetmar
05-15-2007, 06:21 PM
sorry for this very MAJOR bump but, i cant find with file i need from the link Belgabor gave us.
Take the link below & then click on the Download link to get to the d/l page.
http://rct3.sourceforge.net/
yogamoanyo
05-15-2007, 06:35 PM
thanks marnetmar! but since you made custom scenery, your gonna have to teach me. i me, it WAY to complicated. it because im 16 :p lol anyways, yeah, you need to help me
surfingoz
05-15-2007, 07:05 PM
If you want to learn how to make it click the first link in my signature. Then go to tutorials.
cjleonard
05-15-2007, 11:33 PM
My question is, if someone can't even model cso's, what purpose would they have for the importer?
lileddy2@hotmai
05-04-2008, 09:43 AM
hey jonwill for some reason the scenery editor update says error 404 on it when i open it can u please check that out:(:(:(
KingVeveraine
05-04-2008, 10:23 AM
I don't think jonwill will reply. he hasn't been on for a long time.
Use the importer. You can find it in the stikies.
HERE (http://sourceforge.net/project/showfiles.php?group_id=181524&package_id=210334)you go!
BwightKidd
07-02-2008, 04:08 AM
every time i click on the link it says webpage not found
Tycoon3 Mad
08-12-2008, 01:52 PM
Hi, quick question. Am I able to make scenery for RCT3 using Wings 3D?
http://www.wings3d.com/
At the moment I use it to make scenery for NoLimits and have got quite good at it.
If I can use it, how to I export the objects into RCT3?
Thanks in advance. :)
veryConfused
08-12-2008, 06:08 PM
Does that program allow you to export to other programs, because you could make the model in there, put it into another program, and export it from there. I really don't have a clue what Wimgs3D is, so that about as much as I can really help you.
stu-2693
08-13-2008, 04:36 AM
as long as it exports to ASE, yes
Tycoon3 Mad
08-13-2008, 06:43 AM
Export Formats
* Nendo (NDO)
* 3D Studio (3DS)
* Wavefront (OBJ)
* VRML (WRL)
* Renderware (RWX)
* FBX (on Windows and Mac OS X)
* Yafray
* Toxic
* Povray
Import Formats
* Nendo (NDO)
* 3D Studio (3DS)
* Wavefront (OBJ)
* FBX (on Windows and Mac OS X)
* Adobe Illustrator 8 (AI)
stu-2693
08-13-2008, 06:52 AM
in that case, no then, not unless you find an ASE export plugin ;) not uness you want to export it is 3ds, import into another program and then go from there.. that is about 3 times as much work though. ;)
ZJRCT3
12-02-2008, 06:18 PM
Since most of the "core" bugs seem to be gone, I am releasing the custom scenery editor now.
No documentation. Source code is included, use under the terms of the GNU GPL.
And lots of stuff is still unknown.
But, here it is, play with it.
Report all bugs to me.
And report anything you find out about all the unknown stuff.
Get it here:
http://users.tpgi.com.au/adsloptd/rct3imp5.zip
Ummmmmm...... I tryed clicking on link and broke link popped up. I tryed saving target but it's having problems. Please Help!!!!!!!!:cry:
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