PDA

View Full Version : Possible Custom Scenery Creator


infiniteblue
01-08-2006, 03:03 PM
I'm looking to possibly start creating custom scenery. However, there are a few things that I'm going to need.

First off is a free 3D modeling program. Any recommendations? (Or if there is a way to use something like Solidworks to create the models.)
Also, some basic dimensions would be nice. (i.e., height and width of a 3h wall, etc.)
Maybe some basic textures as well. (But I can make my own, if necessary.)That's all for now~~~Soakedmaster

Eric
01-08-2006, 03:19 PM
most people use milkshapes

Coaster_Phantom
01-08-2006, 03:26 PM
Anim8or (http://www.anim8or.com) and Gmax (http://www.autodesk.com/gmax) are both free.

The dimensions of a 3h wall are x:4, y:3 and z:0.2
A 3h wall with the thickness of one RCT3 grid cell would be x:4, y:3 and z:4

Phil
01-08-2006, 04:06 PM
wings3d is cool. I sue it. Do a google serarch.

infiniteblue
01-08-2006, 05:19 PM
Anim8or seems to be familiar territory for me. I think I'll be using that. Anyway, can someone supply me with dimensions for a standard 3h wall? Also, in regards to what Coaster Phantom wrote, gmax is no longer free.

marnetmar
01-08-2006, 05:23 PM
With Anim8or you'll need to save the files in the .obj format, then convert to ase with Biturn. If you want to PM me your e-mail, I'll send you a 3m wall piece in the obj format.

Coaster_Phantom
01-08-2006, 05:46 PM
Anim8or seems to be familiar territory for me. I think I'll be using that. Anyway, can someone supply me with dimensions for a standard 3h wall? Also, in regards to what Coaster Phantom wrote, gmax is no longer free.

You can also save objects as a 3ds-file in Anim8or. That's what I always do and after that I convert it with Biturn to an ASE-file.

2005
01-09-2006, 12:39 PM
I use .3ds for anim8or.

Basically its anim8or or milkshape. I have a version of solidworks but unfotunatly haven't found a free converter yet - so i'm stuck with anim8or. If you find one though, post it!

MS is supposed to be better, the simplest things in anim8or can take ages. Especially making hollow stuff is really difficult (although simple things like walls are probably ok), it just dosn't have the proper tools. There are alternative ways to make everything of course, just that its a long process sometimes.

I think it is also impossible to texture UV in anim8or, because anim8or won't allow 8 bit textures for some reason (only 24bit .bmp or .jpgs).

infiniteblue
01-10-2006, 04:31 PM
No, there is a UV texture option in anim8or. Anyway, can someone tell me how to make a referenced bitmap? I need it for my first project, to make it recolorable. (Probably gonna be a text set, since anim8or has a text generator.)

2005
01-10-2006, 05:46 PM
No, there is a UV texture option in anim8or.

Read my post again, but more than the first few words before posting.

infiniteblue
01-10-2006, 06:12 PM
Ok, but what do you mean?

2005
01-10-2006, 09:45 PM
I think it is also impossible to texture UV in anim8or,


because



anim8or won't allow 8 bit textures for some reason (only 24bit .bmp or .jpgs).


So i don't know if you can UV a 24bit texture then replace it with the 8 bit (but otherwise identical) for the importer, and it'll still work. It might work, but i don't know anything about how those files work.
But the 'think' is important. becasue i haven't actually tried it yet.



When my exams are over i'll have more free time to work on objects. If you find a way though post it -there might be a workaround.

Thinknig about it though, its possible other versions of anim8or support 8bit, although i doubt it, i have nearly the latest version.

infiniteblue
01-10-2006, 09:56 PM
I think I have the latest. Try the anim8or website. Why is it important to be able to use 8bit textures, though?

marnetmar
01-10-2006, 10:03 PM
I think I have the latest. Try the anim8or website. Why is it important to be able to use 8bit textures, though?

You have to use 8 bit bmp textures for it to work in the game. What you can do is to use a regular 24bit bmp texture file for making the model & then just resave the texture file as an 8 bit bmp to import it into the game. Just make sure to keep the name the same.

2005
01-10-2006, 10:05 PM
becasue you must use 8bit textures for the importer later. So if your going to UV map, thats a problem, becasue you can't load the 8bit textures into anim8or to Uv them.

it might be possible though to UV the 24bit texture, then convert it to 8bit in mspaint or something and overwrite the 24bit file. I haven't tried it yet.
if it dosn't work i have to use MS i think from now.........

EDIT: marnetmar posted at the same time.

infiniteblue
01-10-2006, 10:51 PM
Is a regular Microsoft Paint 16-color bitmap 8bit?

NVM, I think I know now. I have to save the texture as a 256-color bitmap, right?

Oh, and does anyone know how to make a referenced bitmap using the GIMP?

marnetmar
01-10-2006, 11:07 PM
I can't help you with Gimp, but you can just save your texture file as 256 color in Paint & it'll be 8 bit.