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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.

Cyberleader
01-14-2006, 08:01 AM
Hey, Phil UV mapper tells me that my model has no facet information....help?!

Phil
01-14-2006, 12:17 PM
:bulb: I can't say I know what that means.... Sorry!

2005
01-14-2006, 04:34 PM
maybe a picture of how to make scenery? like this (but better)

http://img259.imageshack.us/img259/4484/untitled8mh.jpg

petercotijr
01-14-2006, 06:25 PM
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.

[SIZE=4]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 the the pro version.

[

Witch one of the above or free?

Phil
01-14-2006, 06:29 PM
DONT QUOTE MY WHOLE POST!! *sigh* I dunno what you mean either.

petercotijr
01-14-2006, 06:31 PM
DONT QUOTE MY WHOLE POST!! *sigh* I dunno what you mean either.

Now look.

Phil
01-14-2006, 06:36 PM
Everything there but Pro version of Uv mapper, milkshape and 3ds max.

weasel497
01-17-2006, 11:11 PM
hey froggee, could you give a little help in how to work The Gimp?
It's really confusing 2 me.

Phil
01-18-2006, 11:56 AM
I've never used the gimp, but mayeb a google search for tutorials could help.

Potter
01-18-2006, 01:03 PM
hey froggee, could you give a little help in how to work The Gimp?
It's really confusing 2 me.
what aspect of GIMP do you find confusing, weasel497 ?

For a general overview, check out here (http://docs.gimp.org/en/concepts-beginners.html)
If you have trouble in creating bitmaps, check a tutorial here (http://www.gilesorr.com/papers/gimp-tutorial/c228.html)

Phil
02-01-2006, 03:22 PM
Added a few extra resources and tips and tricks on making objects.

bccmiddlewicket
02-02-2006, 01:15 PM
thanks for the info and tips phil....

ive never tried model making, but i have now d/l all the things i need and im about to take wings3d by the throat lol hopefully i can make custom scenery for everyone......ive avoided custom scenery making but i cant hold off any longer, im going for it ,.

thanks again for the list

Phil
02-02-2006, 02:02 PM
Good to know :) Wings3d is pretty pick up and go in a second kinda thing. Just experiment with all the features and stuff before trying to do something finding you actually don't know how.

bccmiddlewicket
02-02-2006, 02:37 PM
oh i intend to read up on it ... if im going to learn im going to learn properly lol

at 1st glance its like WOW ok what do i press lol....im currently trying to find an idiots guide to wings3d just to give me a little help lol

i found this thread alot more useful than that 70 page thread that is impossible to read through. Its just everyones problems & gets very confusing to make head or tail of it..for example i couldnt find what to d/l to get started, im sure its there but im not reading all that agin rofl:bulb:

now that idiot guide ......:up:

Phil
02-02-2006, 02:39 PM
Yeah, no offence, but Jonwil left all the features of the importer incredibly unexplained.

Ok, to get making objects, right click. That will bring up a menu of a ton of features. Left click to select faces. There's 4 triangles along the top of the window that select vertices, edges, faces and objects. Use these all. A lot of things you pick up on jsut experimenting, and also, when you do a command, down the bottom will be a few tips and commands you can use.

bccmiddlewicket
02-02-2006, 02:48 PM
thanks for the tips lol i also like the fact that you have worked out the square ratio with RCT3 also 4 squares to one square in rct3 right? helps a lot without knowing that it looks like youve made the worlds biggest cube :haha:

l love it

Phil
02-02-2006, 02:50 PM
Yep, by complete coincidence, 4 squares in the grid is exactly a RCT3 square. Weird.

-[A.S] Fanie-
02-02-2006, 03:23 PM
So how do you get your objects to create shadows or react to shadows? Which texture type(If any) does this? I've always had trouble with it:(

Phil
02-02-2006, 03:36 PM
RCT3 luckily makes the shadows itself :up: I remember TS2 with it's awful shadow textures. I could never make them.

bccmiddlewicket
02-02-2006, 04:03 PM
playing around for an hour with wings3d and im real happy with the programme...only thing bothering me is putting colour/image wrapped round it etc

weasel497
02-02-2006, 08:11 PM
off topic, but why'd you change ur name?

bccmiddlewicket
02-03-2006, 10:46 AM
i wasnt aware i have changed my name, if you meant me lol

and this model making gives me a headache...4 hours yesterday to do a circle rofl:haha:

weasel497
02-03-2006, 04:42 PM
not you, phil... used to be froggee... right?

Phil
02-03-2006, 04:58 PM
Oh right. I changed it because I ahte the name Froggee, and as you can see I registered it back in 2004 without a care to be honest. TheSkipper told me that the . in my usual forum name - o.0 - could not be used, so I jsut used my real name.

Ps ^ is the stuff for pms ;)

Greenfreak10
02-03-2006, 05:19 PM
so frogge is offically renamed to phill.

2005
02-06-2006, 01:01 PM
UV mapper dosn't seem to work properly. The texture shows but doesn't line up correctly. I think i'm texturing the map wrong maybe - how do you know where to place the texture?


I noticed that the object have a different x/y/z than when i export in .3ds compared to .obj - is this something to do with it maybe? The object shows up on its side in rct3, but when using .3ds without the UVmapper, it shows correctly.

Phil
02-06-2006, 01:42 PM
@2005, I've never had that problem *confuzzled*

commissioner
02-06-2006, 02:10 PM
I cant seem to get iceats timber frame pack to work without the nasty NO SVD FOR SID message. One thing I noticed is under program files and the Atari subdirectory is that I have two files for Roller Coaster Tycoon 3. One has the Registered trademark symbol and the other does not. All on my scenery is in the file without the trade mark. Other files containing custom user created scenery work in this location. Can someone shed any light on why i am having issues with this outstanding scene pack. I have followed all available instructions to the tee with the exception of installing the scenery in the folder with the trade mark. The Files in the Roller Coaster Tycoon 3 file with the trade mark are Coaster designs, firework displays and style. :confused:

If someone knows of a forum that may be better suited to find the answer, please advise.

StayingDead
02-10-2006, 01:59 PM
Thanks Phil i now can make basic objects ;P! I followed a load of tutorials and i'm getting the hang of it.

Ok seriously confused how to do textures.

bccmiddlewicket
02-11-2006, 07:12 PM
hey phil could you post a quick tutorial on how to texture using gimp and wings 3d

please lol

and what would you recomend making as a beginner, not to easy but not to hard for me lol?

RCT-Spanky
02-23-2006, 08:01 AM
After a small testing phase I come to the result, that I want use milkshape for creating my custom scenery. Now I need the accurate measures for the wall-parts in 1H, 2H, 3H and 4H. As I read in the first post, you want add some downloadable walls with the accurate measures here, which will made the use much easier.

AND BTW: I read somewhere that I must save my texture-files as tga-files if I want use the Alpha-Channel in Milkshape. Will this Alpha-textures work with the scenery importer?

Phil
02-23-2006, 09:47 AM
After a small testing phase I come to the result, that I want use milkshape for creating my custom scenery. Now I need the accurate measures for the wall-parts in 1H, 2H, 3H and 4H. As I read in the first post, you want add some downloadable walls with the accurate measures here, which will made the use much easier.

AND BTW: I read somewhere that I must save my texture-files as tga-files if I want use the Alpha-Channel in Milkshape. Will this Alpha-textures work with the scenery importer?
1: I'll get those posted up in a sec.

2: I have no experience with alphas yet. (In the importer, I know what they do otherwise.)

Runouw
02-26-2006, 12:38 PM
Bitturn won't open for me. What do I do?
Edit: Fixed, I didn't have "WinAce"

computertech82
04-12-2006, 03:31 AM
Wings 3d has a uv mapper, how do you get it to react to light in the game?

Phil
04-12-2006, 08:38 AM
Wings3d's uv mapper confuses me msot likely why I forgot about it *embarrased* xP

computertech82
05-14-2006, 11:37 AM
Phil, did you use wings3d to make objects, or another program? If wings3d, how did you make the object, and did you use the built in uv mapper or an external one? And which format did you export to? Just a simple step by step.

Eric
07-18-2006, 09:58 AM
i triedto make somethings but biturn crashes all the time, so will it still work if i texture the models sketchup

Phil
07-18-2006, 09:18 PM
Argh guys I am so sorry. This thing is so old and I am so behind on the whole custom scenery scene now. I will NOT be supporting this any longer. (Other than making a completely new guide all together.) Mods, you can unsticky this, but if you want, leave it, as it may include some information that can be helpful to people.

marnetmar
07-19-2006, 12:13 AM
When you start on the new one I'll unsticky this one.

rctmaniac
07-25-2006, 11:15 AM
i triedto make somethings but biturn crashes all the time, so will it still work if i texture the models sketchup
to work with the importer the models must be .ase When you say crashed what do you mean? When I first had Biturn it crashed then I re-downloaded it and it worked fine. Maybe thats your problem? Also Biturn doesnt texture the models, just converts file types.
Edit: Collison Detection off can also be:
Unknown 1: Unknown 1
Unknown 2: Unknown 2
All the rest set to 0

evilclownjack
08-02-2006, 10:38 PM
Phil, What's with your Pink-haired Girlfriend?:weird:

BlackHole2006
09-17-2006, 05:20 PM
Biturn wont work on my PC, nor will the pike, does anyone have any other good 3D Object to OVL converters please?

Belgabor
09-17-2006, 05:38 PM
There is only one public to-ovl converter, that's jonwils importer (and it's modifications) :)
You need to look for an 3D object to ase converter.
Unfortunately I don't know other converters as I have a direct export script for blender. What modeller do you use? Why doesn't biturn work for you?

mishler9043
09-20-2006, 08:25 PM
u got steelworx

RCT-master7
11-13-2006, 08:13 PM
so, can you post how to make custom underwear?

TheTycoonist
11-26-2006, 04:44 PM
Sorry if this has already been gone over but I just couldn't figure it out. Is it possible to download other peoples rollercoasters and put them in your own park? Any help on how to do this would also be apperciated.

Belgabor
11-26-2006, 06:10 PM
Wrong forum, this is just for custom scenery.

jesses
03-24-2007, 05:24 AM
I have broblem whit instaling custom scenery, i have installed the senery like in the tutorial but when i try to put it in to my park the game gives me an error whit´s is folloving no svd for sid whats is the broblem?

ROLLERCOASTEROB
06-16-2007, 07:32 PM
Phil sorry but i haven't a clue on how to turn off collision mode now i know you explained and showed it in the tutorial but how do i get up the options menu for uknowns and flags? do i do it in the game? just quickly explain how to get to it and i'm fine thanks.

surfingoz
06-16-2007, 07:57 PM
^^object collision is not determined by an ingame setting, it is something that must be done in the importer when adding CS. So if you are not making the CS yourself then you cannot do this. The flags to set in the importer are 33 and 34.