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arma:modeling:import_3ds [2008-10-06 07:39]
snakeman fixed typos.
arma:modeling:import_3ds [2015-08-22 01:39]
snakeman removed obsolete links.
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   * all your hard edges should form closed loops (otherwise they will simply be turned into smooth edges).\\   * all your hard edges should form closed loops (otherwise they will simply be turned into smooth edges).\\
   * when unwrapping try to avoid cutting along soft edges (will save you some fixing later, see below).\\   * when unwrapping try to avoid cutting along soft edges (will save you some fixing later, see below).\\
-  * model has to be tesslated ​into quads and tris (If you have multiple vertices along one straight edge do it manually - otherwise algorithm can create a zero-surface face out of these vertices positioned in line).+  * model has to be tessellated ​into quads and tris (If you have multiple vertices along one straight edge do it manually - otherwise algorithm can create a zero-surface face out of these vertices positioned in line).
  
 When importing the model gest cut along hard edges and along the edges where texture mapping is not connecting (places that were cut when unwrapping). In other words you get [[http://​tactical.nekromantix.com/​images/​wiki/​Import_3DS_edgesbl4.jpg|this]]. Note I was unwrapping outside of O2, this happened upon importing a mesh with UV coordinates and smoothness set in a correct way. When importing the model gest cut along hard edges and along the edges where texture mapping is not connecting (places that were cut when unwrapping). In other words you get [[http://​tactical.nekromantix.com/​images/​wiki/​Import_3DS_edgesbl4.jpg|this]]. Note I was unwrapping outside of O2, this happened upon importing a mesh with UV coordinates and smoothness set in a correct way.
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 **Pointers for Import:**\\ **Pointers for Import:**\\
   * use 3ds format best\\   * use 3ds format best\\
-  * the alignment ​ingame ​is in most cases decided by alignment in O2. Open an BIS M16 sample model and just place the rifle where it is to have it appear in proper position in the game.\\+  * the alignment ​in-game ​is in most cases decided by alignment in O2. Open an BIS M16 sample model and just place the rifle where it is to have it appear in proper position in the game.\\
   * if error is reported the file has to have fake KFData section (whatever it is). Opening it and saving with Deep Exploration or using one of the following: Anim8tor, 3ds Max5 or Unwrap 3d will fix this by creating an empty KFData section.\\   * if error is reported the file has to have fake KFData section (whatever it is). Opening it and saving with Deep Exploration or using one of the following: Anim8tor, 3ds Max5 or Unwrap 3d will fix this by creating an empty KFData section.\\
 - use the following settings (picture): - use the following settings (picture):
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 **RVMAT file:** **RVMAT file:**
-<​code>​+<​code ​cpp>
 ambient[]={0.750000,​0.750000,​0.750000,​1.000000};​ ambient[]={0.750000,​0.750000,​0.750000,​1.000000};​
 diffuse[]={0.750000,​0.750000,​0.750000,​1.000000};​ diffuse[]={0.750000,​0.750000,​0.750000,​1.000000};​
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 **Avoiding performance problems**\\ **Avoiding performance problems**\\
 Number of [[section_fixing|sections]] (or draw calls?) is the most important factor. Each group of faces  using different material or texture file is an additional section. Use only one rvmat per model if you can. Use specular map to make different materials look different (plastic, steel, wood...). Number of [[section_fixing|sections]] (or draw calls?) is the most important factor. Each group of faces  using different material or texture file is an additional section. Use only one rvmat per model if you can. Use specular map to make different materials look different (plastic, steel, wood...).
- 
-====== Notes ====== 
- 
-This tutorial was posted with Panda[PL]'​s permission from [[http://​www.flashpoint1985.com/​cgi-bin/​ikonboard311/​ikonboard.cgi?;​act=ST;​f=76;​t=71603|this]] BIS topic. 
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arma/modeling/import_3ds.txt ยท Last modified: 2017-10-06 17:25 by snakeman