Phil
01-13-2006, 04:09 PM
Here is a guide to help you succesfully create and import objects into the game. It also has tips and tricks on a succesful custom scenery install.
Tip and Tricks on Installing Custom Scenery:
NOTE: I can NOT give individual help towards all archiving programs. I use WinRAR, and shall only be able to help with this program.
NEEDED:
1: An archiving and zipping program. This includes WinZIP (http://www.winzip.com), WinRAR (http://www.rarlabs.com), FreeZIP (http://members.ozemail.com.au/%7Enulifetv/freezip/), PicoZIP (http://www.picozip.com), Power Archiver (http://www.powerarchiver.com) or WinAce (http://www.winace.com). By NO means do you have to have all of these. Just use one. My personal choice is WinRAR.
PART 1: Installing The Custom Scenery:
First of all, you need to download your scenery. Save it initially to the desktop, for easy access. You msut then double click the archive, to see what files are in there. If the file is a .EXE, you must simply double click it and run the installation like any other. If a folder is inside the archive, you should close the archive box, and then on windows explorer locate the folder in this directory:
(The drive you installed the game, usually the C:\ Drive.) \Program Files\Atari\RollerCoaster Tycoon® 3\Style\Themed.
Once this folder is located you should restore the window down. (NOT minimise!) Close all other windows behind this window. On the desktop you should see your archive of custom scenery. Drag this archive to the Themed folder. You can then restore the window up. Now, right click your archive in the Themed folder and select either "Extract Here" or "Extract to..". This will change compared to what archiver you downloaded. If you selected Extract to.. you now have to locate the Themed folder on that window, and click Extract. Either choice, "Extract here" or "Extract to.." , should bring the folder into your Themed folder.
Your scenery should now work, but you should check one last thing.
PART 2: Checking the folder:
You should now check the new custom scenery folder for anything wrong with it. When you open the folder, you should see an equally named folder as the one you are in now and 2 .OVL files. If you don't see this, double click the folder and see if it has the 2 .OVL files in it. It probably should, but if it doesn't, repeat the step above. Finally, when you find the folder that has the 2 .OVL files in it and the equally named folder, you should then press back. Drag the folder you where just in onto the desktop. Then, go back to your Themed folder and delete the previous custom scenery folders. Drag the folder you put on the desktop into the Themed folder. Now, when you open this folder you should see an equally named folder and 2 .OVL files. This is correct, and your cusotm scenery is fully installed within the game!
END OF CUSTOM SCENERY INSTALLATION.
Now is the tutorial on how to make fully working objects for the game.
CUSTOM SCENERY CREATION:
NOTE: I can NOT give individual help towards every program. I use only Wings3d and Photoshop. I can answer questions to these only. My tutorial will hopefully be towards all 3d modelling programs and Image Editors.
NEEDED:
1: Jonwils RCT3 Importer (http://www.sebar.com/jonwil).
2: A 3d modelling program. Milkshape (http://www.swissquake.ch/chumbalum-soft/) is a good one, but costs 25 dollars. Other, much more advanced programs, such as 3DS Max (http://www.autodesk.com/3dsmax) are equally adequete for making objects. There are 2 free modellers I know of, and they are Anim8or (http://www.anim8or.com) and Wings 3d (http://www.wings3d.com).
3: You will need Biturn (http://mirex.mypage.sk/index.php?selected=1) (Second one down) to convert your 3d model files to .ASE for importer compatibility.
4: A decent image editor such as photoshop. The Gimp (http://www.gimp.com) is a very good free one.
OPTIONAL:
1: UV Mapper (http://www.uvmapper.com) is needed if your modeller doesn't UV map your models how you would like or at all. You must download the CLASSIC version, as it is much easier to use than the pro version.
TERMS:
The Importer: Jonwils importer. Gets objects into the game.
3d / modelling program: The modelling program that you created your object in.
Image Editor: The program you are using to edit images.
UV Map: A map of your object, needed for the texture to look right. Also needed for the importer to work properly.
UV Mapper: The program used to make your objects have UV Maps.
Biturn: A program that converts 3d model filetypes to .ASE, the format needed for the importer.
.OBJ and .ASE: Filetypes of 3d models.
Converting: A Process that your object file needs to go through to get it to .ASE filetype.
Filetype: The name given to a certain extension that your object has, such as .OBJ and .ASE
PART 1: UV Mapping and Converting
INTRO:
First of all, this tutorial is expecting you to know about your 3d modelling program, and how to add UV Coordinates within the program. If you can model, but can't or don't know how to add UV Coordinates within your program, you can always leave that to the UV Mapper, explained later in this tutorial.
Step 1: Exporting
Once your model is finished, you need to export it from your modelling program. If your model is already UV Mapped, you can export as probably anything. You MUST also export your texture map from your 3d modelling program. If the object has not been UV Mapped, then you must export as a .OBJ from your modelling program. If your modelling program does not export as .OBJ, you shall need to export as any file type, and change it in the Biturn File Converter, explained in Step 3. If your model has more than 1 mesh inside the file, you MUST make sure you have a texture for each one, or combine the 2 meshes.
Step 2: Uv Mapping
If you have already mapped your object, you can skip this part. If you havn't, you will need to make your object a .OBJ file type, explained in Step 1. First of all, you will need to open up the Classic Uv Mapper. In this, open your .OBJ file. On the screen, it will tell you some facts about your object. Click this box off and then on the main screen it will tell you how to add a map. Follow these instructions, selecting the "BOX" map in the menu. After doing this, go to FILE - SAVE MODEL. Resave your model as a .OBJ, either re-writing your previous .OBJ or naming it with "MAPPED" after the name or something. Do NOT select or deselect any options in the box that comes up. After that, go to FILE - SAVE TEXTURE MAP. Save your map with the options it says already, as you can resize your map later.
NOTE: Even if your object shall have a flat texture, YOU STILL NEED TO UV MAP IT.
Step 3: Converting
To get your object to work in the importer, you must first use BITURN to change it to .ASE. Load up Biturn and locate your file. Then select it. To the right, a box shall come up, rendering your object. Ignore this. Underneath the box where you locate your file will be a few selection boxes. On the drop down menu select .ASE and then press convert. Your object is now converted and ready to be put in the importer!
Step 4: Texture maps
In your image editor, open your map that you exported from UV Mapper, or your 3d modelling program. On this, your object shall be displayed, laid out like a map, hence the name UV map. You must line up the texture you want on your object with the part of the map that shows your object. This will make more sense when your image editor is up and your map is open. Once this is finished, resize your image to 256x256 and save it as an 8 bit BMP. You MUST have photoshop to make your texture recolourable enabled (I think.) To do this, make sure you've saved your texture as an 8 bit BMP first, and go to IMAGE - MODE and select INDEXED COLOUR. A window shall come up. On the top drop down menu select CUSTOM. Another window shall come up. Click LOAD and locate Klinns recolourable ACT file, in the folder the importer is in. Open the ACT file and the pallete should have loads of different colours in it. Close these windows and resave your image as the format mentioned above.
Everything should now be ready to import into the importer.
END OF PART 1
Part 2 coming soon!
In the mainwhile, check out jonwils importer tutorial for the basic version of what I will tell you soon! :)
OTHER:
[SIZE=4]Making your object collision undetectable
To make your objects collision undetectable you must set your unknowns and flags to this:
http://img369.imageshack.us/img369/6172/collisionundetectable6ng.png
Custom scenery resources
Thm file
http://rapidshare.de/files/12328814/Triangular_Supports_by_Phil.thm.html
If you are confused at this tutorial, and just want to look at a working theme file to see what's what, then check this file out. It is the working file for my wooden coaster supports.
Resizing objects
I have found that 4 grid squares in Wings3d (Link above.) is exactly a RCT3 square, making it incredibly easy to resize objects. Soon I will provide a download of a 1h wall, a 2 h wall and a 3h wall, so you can measure objects accurately and you can also stack the walls to get to bigger heights.
Tip and Tricks on Installing Custom Scenery:
NOTE: I can NOT give individual help towards all archiving programs. I use WinRAR, and shall only be able to help with this program.
NEEDED:
1: An archiving and zipping program. This includes WinZIP (http://www.winzip.com), WinRAR (http://www.rarlabs.com), FreeZIP (http://members.ozemail.com.au/%7Enulifetv/freezip/), PicoZIP (http://www.picozip.com), Power Archiver (http://www.powerarchiver.com) or WinAce (http://www.winace.com). By NO means do you have to have all of these. Just use one. My personal choice is WinRAR.
PART 1: Installing The Custom Scenery:
First of all, you need to download your scenery. Save it initially to the desktop, for easy access. You msut then double click the archive, to see what files are in there. If the file is a .EXE, you must simply double click it and run the installation like any other. If a folder is inside the archive, you should close the archive box, and then on windows explorer locate the folder in this directory:
(The drive you installed the game, usually the C:\ Drive.) \Program Files\Atari\RollerCoaster Tycoon® 3\Style\Themed.
Once this folder is located you should restore the window down. (NOT minimise!) Close all other windows behind this window. On the desktop you should see your archive of custom scenery. Drag this archive to the Themed folder. You can then restore the window up. Now, right click your archive in the Themed folder and select either "Extract Here" or "Extract to..". This will change compared to what archiver you downloaded. If you selected Extract to.. you now have to locate the Themed folder on that window, and click Extract. Either choice, "Extract here" or "Extract to.." , should bring the folder into your Themed folder.
Your scenery should now work, but you should check one last thing.
PART 2: Checking the folder:
You should now check the new custom scenery folder for anything wrong with it. When you open the folder, you should see an equally named folder as the one you are in now and 2 .OVL files. If you don't see this, double click the folder and see if it has the 2 .OVL files in it. It probably should, but if it doesn't, repeat the step above. Finally, when you find the folder that has the 2 .OVL files in it and the equally named folder, you should then press back. Drag the folder you where just in onto the desktop. Then, go back to your Themed folder and delete the previous custom scenery folders. Drag the folder you put on the desktop into the Themed folder. Now, when you open this folder you should see an equally named folder and 2 .OVL files. This is correct, and your cusotm scenery is fully installed within the game!
END OF CUSTOM SCENERY INSTALLATION.
Now is the tutorial on how to make fully working objects for the game.
CUSTOM SCENERY CREATION:
NOTE: I can NOT give individual help towards every program. I use only Wings3d and Photoshop. I can answer questions to these only. My tutorial will hopefully be towards all 3d modelling programs and Image Editors.
NEEDED:
1: Jonwils RCT3 Importer (http://www.sebar.com/jonwil).
2: A 3d modelling program. Milkshape (http://www.swissquake.ch/chumbalum-soft/) is a good one, but costs 25 dollars. Other, much more advanced programs, such as 3DS Max (http://www.autodesk.com/3dsmax) are equally adequete for making objects. There are 2 free modellers I know of, and they are Anim8or (http://www.anim8or.com) and Wings 3d (http://www.wings3d.com).
3: You will need Biturn (http://mirex.mypage.sk/index.php?selected=1) (Second one down) to convert your 3d model files to .ASE for importer compatibility.
4: A decent image editor such as photoshop. The Gimp (http://www.gimp.com) is a very good free one.
OPTIONAL:
1: UV Mapper (http://www.uvmapper.com) is needed if your modeller doesn't UV map your models how you would like or at all. You must download the CLASSIC version, as it is much easier to use than the pro version.
TERMS:
The Importer: Jonwils importer. Gets objects into the game.
3d / modelling program: The modelling program that you created your object in.
Image Editor: The program you are using to edit images.
UV Map: A map of your object, needed for the texture to look right. Also needed for the importer to work properly.
UV Mapper: The program used to make your objects have UV Maps.
Biturn: A program that converts 3d model filetypes to .ASE, the format needed for the importer.
.OBJ and .ASE: Filetypes of 3d models.
Converting: A Process that your object file needs to go through to get it to .ASE filetype.
Filetype: The name given to a certain extension that your object has, such as .OBJ and .ASE
PART 1: UV Mapping and Converting
INTRO:
First of all, this tutorial is expecting you to know about your 3d modelling program, and how to add UV Coordinates within the program. If you can model, but can't or don't know how to add UV Coordinates within your program, you can always leave that to the UV Mapper, explained later in this tutorial.
Step 1: Exporting
Once your model is finished, you need to export it from your modelling program. If your model is already UV Mapped, you can export as probably anything. You MUST also export your texture map from your 3d modelling program. If the object has not been UV Mapped, then you must export as a .OBJ from your modelling program. If your modelling program does not export as .OBJ, you shall need to export as any file type, and change it in the Biturn File Converter, explained in Step 3. If your model has more than 1 mesh inside the file, you MUST make sure you have a texture for each one, or combine the 2 meshes.
Step 2: Uv Mapping
If you have already mapped your object, you can skip this part. If you havn't, you will need to make your object a .OBJ file type, explained in Step 1. First of all, you will need to open up the Classic Uv Mapper. In this, open your .OBJ file. On the screen, it will tell you some facts about your object. Click this box off and then on the main screen it will tell you how to add a map. Follow these instructions, selecting the "BOX" map in the menu. After doing this, go to FILE - SAVE MODEL. Resave your model as a .OBJ, either re-writing your previous .OBJ or naming it with "MAPPED" after the name or something. Do NOT select or deselect any options in the box that comes up. After that, go to FILE - SAVE TEXTURE MAP. Save your map with the options it says already, as you can resize your map later.
NOTE: Even if your object shall have a flat texture, YOU STILL NEED TO UV MAP IT.
Step 3: Converting
To get your object to work in the importer, you must first use BITURN to change it to .ASE. Load up Biturn and locate your file. Then select it. To the right, a box shall come up, rendering your object. Ignore this. Underneath the box where you locate your file will be a few selection boxes. On the drop down menu select .ASE and then press convert. Your object is now converted and ready to be put in the importer!
Step 4: Texture maps
In your image editor, open your map that you exported from UV Mapper, or your 3d modelling program. On this, your object shall be displayed, laid out like a map, hence the name UV map. You must line up the texture you want on your object with the part of the map that shows your object. This will make more sense when your image editor is up and your map is open. Once this is finished, resize your image to 256x256 and save it as an 8 bit BMP. You MUST have photoshop to make your texture recolourable enabled (I think.) To do this, make sure you've saved your texture as an 8 bit BMP first, and go to IMAGE - MODE and select INDEXED COLOUR. A window shall come up. On the top drop down menu select CUSTOM. Another window shall come up. Click LOAD and locate Klinns recolourable ACT file, in the folder the importer is in. Open the ACT file and the pallete should have loads of different colours in it. Close these windows and resave your image as the format mentioned above.
Everything should now be ready to import into the importer.
END OF PART 1
Part 2 coming soon!
In the mainwhile, check out jonwils importer tutorial for the basic version of what I will tell you soon! :)
OTHER:
[SIZE=4]Making your object collision undetectable
To make your objects collision undetectable you must set your unknowns and flags to this:
http://img369.imageshack.us/img369/6172/collisionundetectable6ng.png
Custom scenery resources
Thm file
http://rapidshare.de/files/12328814/Triangular_Supports_by_Phil.thm.html
If you are confused at this tutorial, and just want to look at a working theme file to see what's what, then check this file out. It is the working file for my wooden coaster supports.
Resizing objects
I have found that 4 grid squares in Wings3d (Link above.) is exactly a RCT3 square, making it incredibly easy to resize objects. Soon I will provide a download of a 1h wall, a 2 h wall and a 3h wall, so you can measure objects accurately and you can also stack the walls to get to bigger heights.