Difference between revisions of "Modeling with 3D Editor"

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=== GSU ===
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=== '''G'''oogle '''S'''ketch'''U'''p ===
  
 
Even when pro GSU has an obj exporter, you can't use it. It exports in a format the szs modifier can't read.
 
Even when pro GSU has an obj exporter, you can't use it. It exports in a format the szs modifier can't read.
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Now you are ready to import into the szs modifier, and that's the end of the GSU section.
 
Now you are ready to import into the szs modifier, and that's the end of the GSU section.
 
 
  
 
=== (After) importing ===
 
=== (After) importing ===

Revision as of 20:29, 19 March 2011

Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.

This is part of the CT tutorial, click to go Back to the main tutorial page.


Modeling

Modeling can be done at 2 ways:

1. Paint

The old way, make a black/white (and grey) map of every part of the track in paint. You can use a gradient to create slopes.

1. When starting open Paint and resize to 150x150 (yes it's small but that's all you can get). Before starting to paint make the whole picture black #000000 this means nothing. First, set up some basic greyscales. Greyscales are colours with RGB all the same. ex. #3f3f3f When using another colour than this the SZS Modifier can't import it.

2. After the setup you can start painting now. How more corners you make how bigger the size of the file and how smaller the chance that szs modifier will import it. So use as much triangles as possible. If you want you can edit the grayscale, #000000 is a higher track part than #131313. After finishing the model save it as {filename}.png

3. Then split the trackparts to serperate polygons. You can do this to use multiple textures and to get more free space. Save them all to files like Roadalone.png, Walls.png, Offroad.png etc. Import the png files with Tools > Model Creator, set the x, y and z coordinates (Write them down you'll need them) and use clockwise culling.

4. Go to map_model.brres and import the roadalone.png (or any other png with only the road) and use the same settings you used before, only both y values have to be the same.

Then go to the kmp editor and you can edit it. You can get the y value for the itemboxes and other stuff by doing:

(Max Y - Min Y)/255 * Grayscale + Min Y

For questions go to My Talk Page

--kHacker35000vr

2. Using a 3D modeling program, the new way.

The most used programs for making CT's are 3ds max and Google Sketch-up (GSU).

To make a track with 3D modeling software, you need to export your model as obj file.

Exporting obj files with:


3ds max

to be made by someone who uses 3ds max


Google SketchUp

Even when pro GSU has an obj exporter, you can't use it. It exports in a format the szs modifier can't read. Instead you have to use a plugin: obj exporter by Marten van der Honing

Put the .rb file in the plugins folder of GSU.

Settings to tick:

Export back faces, UV helper, selected only.

Export back faces to create clockwise culling (white faces are the visible and solid (after kcl creation) sides), UV helper to export texture mapping and selected only to separate polygons.

To enable texture mapping support, you need to texture BOTH sides of the face.


How to model the track:

Start with drawing a simple square, than draw your track on it in 2D (so the road). After that, make the road in 3D (raising some parts). When you're done with the road, you start making walls etc. Make smart use of GSU's tools to realise it. When you're done with your model, start de-complexing it, aka delete everything you don't need. Finally texture the model, and you're ready to export.

TIP: make use of the component tool to separate different parts of the track (at the same way your polygons will appear).

Export everything OUTSIDE components, the obj exporter can't export components, and no texturing if you export inside a component.


What to do with the exported obj files:

Before you can import the files into the szs modifier, you need to do some things, else you'll get an "invalid" error.

Open all your exported files with notepad. Remove the 1st 2 lines of each file, and replace all dots into comma's (use replace tool). Than save.

Now you are ready to import into the szs modifier, and that's the end of the GSU section.

(After) importing

Import your files made with 3D modeling software with File -> Import (brres editor, course_model). Select all/more polygons to let the szs modifer search for the best. Select only one to import into the specific polygon, but your file is maybe too big. You need to find out the best polygons yourself. TIP: use Bowser's Castle as base if you don't have water in your course (koopa_course.szs). polygon 0,1 and 10 can fit very much, and the others aren't crap.

With all polygons imported, you need to change the textures, look at the model to find what texture is for what polygon. Than replace the old texture with your new one.