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Creating own "entities" / Models
Alento Offline
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Joined: Jan 2012
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#1
Creating own "entities" / Models

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 Wink

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 Smile 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!

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05-13-2012, 02:24 PM
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Homicide13 Offline
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Posts: 323
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#2
RE: Creating own "entities" / Models

So you're asking how you can import models that you've made into the game to work as either static_objects or entities?

05-13-2012, 06:09 PM
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Mine Turtle Offline
Senior Member

Posts: 647
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Joined: Mar 2011
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#3
RE: Creating own "entities" / Models

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 ^^

[Image: 201107142327000.gif]
05-13-2012, 07:05 PM
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Alento Offline
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Joined: Jan 2012
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#4
RE: Creating own "entities" / Models

(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! Smile And what i need to create the objects and entities Smile

(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.

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 ^^
yeah I've heard about the collada, and I think I've download it before Smile

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? Smile And it will "play" it like it should in game? I mean like, if you have gravity on it and stuff? Tongue

Thanks for the help! Smile

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(This post was last modified: 05-13-2012, 07:25 PM by Alento.)
05-13-2012, 07:21 PM
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Stepper321 Offline
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#5
RE: Creating own "entities" / Models

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?

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05-14-2012, 05:46 PM
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Mine Turtle Offline
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Posts: 647
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#6
RE: Creating own "entities" / Models

(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

[Image: 201107142327000.gif]
05-14-2012, 05:53 PM
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Stepper321 Offline
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#7
RE: Creating own "entities" / Models

(05-14-2012, 05:53 PM)darkadders Wrote:
(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
I mean the one that are in amnesia as default

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05-14-2012, 09:01 PM
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Alento Offline
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#8
RE: Creating own "entities" / Models

(05-14-2012, 05:53 PM)darkadders Wrote:
(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
What I dont get is, should the texture be on the max model, or should it be separately? Smile

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05-14-2012, 10:31 PM
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Traggey Offline
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#9
RE: Creating own "entities" / Models

(05-14-2012, 10:31 PM)Alento Wrote:
(05-14-2012, 05:53 PM)darkadders Wrote:
(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
What I dont get is, should the texture be on the max model, or should it be separately? Smile
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.
05-15-2012, 12:35 PM
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Alento Offline
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Posts: 64
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Joined: Jan 2012
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#10
RE: Creating own "entities" / Models

(05-15-2012, 12:35 PM)Traggey Wrote:
(05-14-2012, 10:31 PM)Alento Wrote:
(05-14-2012, 05:53 PM)darkadders Wrote:
(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
What I dont get is, should the texture be on the max model, or should it be separately? Smile
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.
okey, here have I a shower.. (Do not judge, just a quick preview Tongue)

.jpg   shower test.jpg (Size: 11.71 KB / Downloads: 184)


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? Smile

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05-15-2012, 01:20 PM
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