Creating own "entities" / Models - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Creating own "entities" / Models (/thread-15409.html) |
Creating own "entities" / Models - Alento - 05-13-2012 Hello everyone! I'm asking for some help, obviously.. I want to learn how to create own entity and models. I'm pretty decent in 3ds max. I have no problems with learning, ofc the time mess it ups a lot but, I will let that be my problem So i'm asking you to explain to me what i need and an "easy" way to make own models. What I know is that you actually can use 3ds max, so that will be gratefully. If anything is unclear, let me know And ofc if you know someone/something were I can download free models and entities, it is more than welcome too! okey, I think that was it! Thanks! Take care! PEACE! RE: Creating own "entities" / Models - Homicide13 - 05-13-2012 So you're asking how you can import models that you've made into the game to work as either static_objects or entities? RE: Creating own "entities" / Models - Mine Turtle - 05-13-2012 well. you need a plugin for 3dsmax to export the files so the engine recognizes them. download a plugin called openCOLLADA and install it to your 3ds max. before exporting, make sure your model's texture is directed to its entity folder in amnesia (you need to create an entity folder for your model in the root entity folder of amnesia, and put the textures n such in there.). openCOLLADA allows you to export files as a ".dae". after exporting it, put it into the entity folder you made for your model. you can search up different tutorials in the development archives section for further information on how to make it function ingame. hope this helps ^^ RE: Creating own "entities" / Models - Alento - 05-13-2012 (05-13-2012, 06:09 PM)Homicide13 Wrote: So you're asking how you can import models that you've made into the game to work as either static_objects or entities?yeah exactly! And what i need to create the objects and entities (05-13-2012, 07:05 PM)darkadders Wrote: well. you need a plugin for 3dsmax to export the files so the engine recognizes them. download a plugin called openCOLLADA and install it to your 3ds max.yeah I've heard about the collada, and I think I've download it before I just don't get it with the texture, isn't that supposed to be by it self, beside the model? I mean, in the entities folder, like another file? Otherwise, It's simply creating an object in max and export it into .dae? And it will "play" it like it should in game? I mean like, if you have gravity on it and stuff? Thanks for the help! RE: Creating own "entities" / Models - Stepper321 - 05-14-2012 Oh hey, can i ask, the models i am importing are not having textures, or are invisible or tiny. What is the size or how does it work? RE: Creating own "entities" / Models - Mine Turtle - 05-14-2012 (05-14-2012, 05:46 PM)Stepper321 Wrote: Oh hey, can i ask, the models i am importing are not having textures, or are invisible or tiny. What is the size or how does it work?the texture you are using has to be a multiple of 2. 128x128, 256x256, 512x512 etc. your model needs to have its texture directed to its entity/staticobj folder in the root entities/static objects folder before exporting aswell RE: Creating own "entities" / Models - Stepper321 - 05-14-2012 (05-14-2012, 05:53 PM)darkadders Wrote:I mean the one that are in amnesia as default(05-14-2012, 05:46 PM)Stepper321 Wrote: Oh hey, can i ask, the models i am importing are not having textures, or are invisible or tiny. What is the size or how does it work?the texture you are using has to be a multiple of 2. 128x128, 256x256, 512x512 etc. your model needs to have its texture directed to its entity/staticobj folder in the root entities/static objects folder before exporting aswell RE: Creating own "entities" / Models - Alento - 05-14-2012 (05-14-2012, 05:53 PM)darkadders Wrote:What I dont get is, should the texture be on the max model, or should it be separately?(05-14-2012, 05:46 PM)Stepper321 Wrote: Oh hey, can i ask, the models i am importing are not having textures, or are invisible or tiny. What is the size or how does it work?the texture you are using has to be a multiple of 2. 128x128, 256x256, 512x512 etc. your model needs to have its texture directed to its entity/staticobj folder in the root entities/static objects folder before exporting aswell RE: Creating own "entities" / Models - Traggey - 05-15-2012 (05-14-2012, 10:31 PM)Alento Wrote:The texture needs to be in a .DDS format and located within your amnesia directory, apply that file as the texture to your model in 3D's max. Then you can export it. For it to show up on the model inside of HPL you're going to have to use materialeditor.exe to create a material using your texture files and then make sure you name your .mat file (created by the material editor upon save) the exact same thing as your diffuse texture.(05-14-2012, 05:53 PM)darkadders Wrote:What I dont get is, should the texture be on the max model, or should it be separately?(05-14-2012, 05:46 PM)Stepper321 Wrote: Oh hey, can i ask, the models i am importing are not having textures, or are invisible or tiny. What is the size or how does it work?the texture you are using has to be a multiple of 2. 128x128, 256x256, 512x512 etc. your model needs to have its texture directed to its entity/staticobj folder in the root entities/static objects folder before exporting aswell RE: Creating own "entities" / Models - Alento - 05-15-2012 (05-15-2012, 12:35 PM)Traggey Wrote:okey, here have I a shower.. (Do not judge, just a quick preview )(05-14-2012, 10:31 PM)Alento Wrote:The texture needs to be in a .DDS format and located within your amnesia directory, apply that file as the texture to your model in 3D's max. Then you can export it. For it to show up on the model inside of HPL you're going to have to use materialeditor.exe to create a material using your texture files and then make sure you name your .mat file (created by the material editor upon save) the exact same thing as your diffuse texture.(05-14-2012, 05:53 PM)darkadders Wrote:What I dont get is, should the texture be on the max model, or should it be separately?(05-14-2012, 05:46 PM)Stepper321 Wrote: Oh hey, can i ask, the models i am importing are not having textures, or are invisible or tiny. What is the size or how does it work?the texture you are using has to be a multiple of 2. 128x128, 256x256, 512x512 etc. your model needs to have its texture directed to its entity/staticobj folder in the root entities/static objects folder before exporting aswell [attachment=2884] So, now, what do I have to do? for now, it is just in jpeg, but it should be in, .DDS or.. .DAE or something like that huh? |