View Full Version : Problems with custom scenary (Fixed and Released)
_Edward_
09-25-2006, 04:29 PM
Hi!
I've made a little custom object, and I went through the tutorials and managed to import a custom object. Only problem is that the texture is very bright. I'm trying to get the same dark wood look as the Western Town walls but when I select brown, it looks more yellow. Plus there is no shadow on it, or from it. What Texture Style/flags should I have? Or am I doing something else wrong?
/Edward
FIXED! Scroll down for release.
Belgabor
09-25-2006, 05:32 PM
Which Texture Style did you use? If you did use SIOpaque there is probably a problem with the normals. What modeller did you use?
_Edward_
09-25-2006, 05:48 PM
I used 3DSMax r3 to model and UVW it. I modelled and textured it according to MaxInfinity (http://www.ataricommunity.com/forums/member.php?u=202576)'s tutorial.
The texture styles I've tried are SIOpaqueUnlit, SIOpaque, SIOpaqueDS and SIOpaqueGlossSpecular50. SIOpaqueUnlit made black look white, and the rest gave the above result.
hotroddude
09-25-2006, 07:57 PM
^ you should use SIOpaque, it should work just fine, could you post the texture you're using?
_Edward_
09-25-2006, 08:57 PM
Ok. Here's the texture:
http://edward.leuf.org/x/wood.jpg
And here's the result:
http://edward.leuf.org/x/woodBright.jpg
/Edward
coinich
09-25-2006, 08:59 PM
EDIT: Didn't know what I was talking about.
Belgabor
09-25-2006, 09:04 PM
I think your normals are broken. Unfortunately I don't work in 3DS max, I only know I had the same problem when I exported to 3ds in Blender :/
What format are you writing to? Directly to ASE?
_Edward_
09-25-2006, 09:32 PM
Yes. I exported directly to ASE. And I used the same options as him here (http://www.ataricommunity.com/forums/showpost.php?p=6903274&postcount=12).
/Edward
Belgabor
09-25-2006, 09:43 PM
Could you open the ase in biturn, if necessary zoom out till the whole object is visible in the preview and post a screenshot?
Vodhin
09-25-2006, 10:59 PM
Check that you are not using SIOpaqueUlit... It's a simple thing to do...
_Edward_
09-26-2006, 07:28 AM
Could you open the ase in biturn, if necessary zoom out till the whole object is visible in the preview and post a screenshot?
I would, if I could open Biturn. I go to download page, download RAR but can't open RAR. The file "" header is corrupt | Unexpected end of archive
Anyone have a ZIP version?
/Edward
Hank_E
09-27-2006, 01:28 PM
Try exporting as .obj and use biturn to ase.
Belgabor
09-27-2006, 02:03 PM
I would, if I could open Biturn. I go to download page, download RAR but can't open RAR. The file "" header is corrupt | Unexpected end of archive
Anyone have a ZIP version?
/Edward
The latest version works for me. Get 7-zip, maybe your unpacker is too old.
_Edward_
09-27-2006, 02:38 PM
OK. Went and got a 7-ZIP (v 4.42) and it said the RAR wasn't a supported format. And hey! After the attempt to open it I can't delete it.
Heck. I share my ASE file. http://bleuf.org:37600/edshare/Poles4M.ASE
If you need texture, you can take the picture I posted above.
/Edward
Belgabor
09-27-2006, 02:50 PM
I have no idea what goes wrong, the normals look OK...
_Edward_
09-28-2006, 09:03 AM
Hey! I managed to fix it! All I did was take my wood texture, darken it (-64/-255) and resaved with SIOpaque, clicked the install button quite a few times, and it is now nicely shaded!
Only thing that made me think of this was when I was attempting to edit a skin in a game called Jedi Knight 2 Jedi Outcast. I put a nice fully bright picture in the place of a skin texture and the person's face looked ghostly pale.
Anyways. Now I know what to do, thanks for the help, now I release my first custom object! Enjoy!
http://bleuf.org:37600/edshare/RCT3.VID/Edwards_Western AddOn.zip
It is like the ordinary Porch poles only they are now 4m tall and can be placed anywhere, including right across paths.
/Edward
PS. I would like a list of the different options in this tool thing like what the different texture styles look like, how to make them have shaddows, detect if another object is in the way (like the regular walls) and so on.
wabigbear
09-28-2006, 11:49 AM
Congrats on your first piece of custom scenery _Edward_!
That's actually a handy piece to have, thanks for sharing. I think it's really great that you've now joined the small and select group of people who have tackled learning how to do this...very impressive - great job!
Belgabor
09-28-2006, 01:09 PM
PS. I would like a list of the different options in this tool thing like what the different texture styles look like, how to make them have shaddows, detect if another object is in the way (like the regular walls) and so on.
See the facts&figures in my sig.
_Edward_
09-28-2006, 01:43 PM
Thanks, Belgabor. This will help me alot. But it doesn't say what flags make the object emit shadows. Or is that baked into one of those "ignore/delete" flags?
And another thing. I'm in the middle of going through the Wild expansion scenarios and for some reason my poles aren't in the list. Did I miss a flag?
wabigbear
09-28-2006, 01:54 PM
Are they 'invented' yet?
If you want them in a scenario you might need to return it to the editor then make sure it's selected as invented, then you should have access to it.
_Edward_
09-28-2006, 02:14 PM
Are they 'invented' yet?
If you want them in a scenario you might need to return it to the editor then make sure it's selected as invented, then you should have access to it.
Which is the 'invented' flag? Or do you mean editing my save in the Scenario Editor? I would prefer there was an 'invented' flag. And I'm sure because of some of the custom scenarios that I've downloaded are there.
apet08
09-28-2006, 02:40 PM
Normally, custom scenery doesn't appear at scenarios until it is invented during the game. While making a scenario from scratch, one can always choose to have specific custom scenery items invented right from the start, but that can only happen with scenarios (which are few and far between, anyway) published after those items are released.
However, and this is why I said "normally", I have noticed that certain custom scenery sets always appear from the start, no matter what scenario I am playing. Out of my mind I can think of "HGR71 v1.2" by stuk71 and "Verschiedene Objekte (Some Objects) - v. 2.2" by Der Freak 00. Being no custom scenery maker myself, I cannot tell how they did it, but I know that it can be done.
Belgabor
09-28-2006, 03:11 PM
All CS should emit shadows if it is turned on in the game options, but I have never conducted an in detail study.
I'm not sure about invention. I remember faintly reading that there is a different directory in the RCT3 folder that governs this.
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