Difference between revisions of "Modeling with 3D Editor"

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Now, you just have to model the track. Remember to separate each part of the track into it's own component: Road, off road, fall boundary, wall, etc. That way it will be a lot easier to export later on. You can texture map if you want, and make sure that the model is being made out of white faces.
 
Now, you just have to model the track. Remember to separate each part of the track into it's own component: Road, off road, fall boundary, wall, etc. That way it will be a lot easier to export later on. You can texture map if you want, and make sure that the model is being made out of white faces.
 +
 +
After the model is done, you still have to scale it to a new size. You have two choices:
 +
* Comparing your model to one of Nintendo's tracks (only with GSU Pro)
 +
* Comparing your model to one of [[BigOto2]]'s tracks (you can use any version of GSU)
 +
 +
If you chose the first option (meaning you have GSU Pro), you can either extract the OBJ models from Nintendo's tracks (File-->Export, in SZS Modifier's Model Editor), or download the model of N64 Mario Raceway [http://www.mediafire.com/?u79z7g2taawp605|here] and import into Sketchup using the built-in OBJ importer.
 +
 +
If you chose the second option, you can download one of BigOto2's track models in the Sketchup 3D warehouse: [[Fishdom Island]], [[Lunar Speedway]], [[Sunset Desert]] and [[Volcanic Skyway]] are some of then.
 +
 +
After having one of the models in Google Sketchup, you'll notice that the new model is huge, compared to what your current model might look like. But that's the correct size. Scale your track up until it matches the size you want it to look like ingame. After it's scaled up and in the right size, delete the
  
 
Open the OBJ Exporter plugin through the Plugins tab, and tick the following:
 
Open the OBJ Exporter plugin through the Plugins tab, and tick the following:
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For it to export texture mappings, you need to texture the back side of the face too, not only the front. Smoothed models can be exported, but there is no texture mapping exported if you use then.
 
For it to export texture mappings, you need to texture the back side of the face too, not only the front. Smoothed models can be exported, but there is no texture mapping exported if you use then.
  
Now, export every part of the track.
+
Now, export every part of the track, each into it's own OBJ file.
=== 3D ===
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=== Another 3D Model Editor ===
 
+
If you made your model in a 3d model editor that isn't Google Sketchup, you have to do something more for it to work.
''to be made''
 
  
 
==Importing Your Model==
 
==Importing Your Model==
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In SZS Modifier, open the file "course_model.brres". In it, open the folder "3DModels(NW4R)" and the only file in it, "course".
 
In SZS Modifier, open the file "course_model.brres". In it, open the folder "3DModels(NW4R)" and the only file in it, "course".
  
Wait, and soon a model of the course will appear. Select the polygon you want to import the model to, and...
+
Wait, and soon a model of the course will appear. Select the polygon you want to import the model to, and
 
 
===Model===
 
 
 
====Google Sketchup====
 
After you
 

Revision as of 22:47, 20 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 Custom Track tutorial.

Back to the main tutorial page

Using a 3D modeling program

The most used programs for modeling custom tracks are Blender, 3DSMax and Google Sketchup, but you can use any you want to - as long as it can export it's models to Blender. You have to run your models through it for then to be importable in SZS Modifier.

Google Sketchup

Although Pro GSU has an obj exporter, you can't use it. It exports in a format the SZS modifier can't read. You have to use a plugin: obj exporter by Marten van der Honing. Put the .rb file in the Plugins folder of GSU.

Now, you just have to model the track. Remember to separate each part of the track into it's own component: Road, off road, fall boundary, wall, etc. That way it will be a lot easier to export later on. You can texture map if you want, and make sure that the model is being made out of white faces.

After the model is done, you still have to scale it to a new size. You have two choices:

  • Comparing your model to one of Nintendo's tracks (only with GSU Pro)
  • Comparing your model to one of BigOto2's tracks (you can use any version of GSU)

If you chose the first option (meaning you have GSU Pro), you can either extract the OBJ models from Nintendo's tracks (File-->Export, in SZS Modifier's Model Editor), or download the model of N64 Mario Raceway [1] and import into Sketchup using the built-in OBJ importer.

If you chose the second option, you can download one of BigOto2's track models in the Sketchup 3D warehouse: Fishdom Island, Lunar Speedway, Sunset Desert and Volcanic Skyway are some of then.

After having one of the models in Google Sketchup, you'll notice that the new model is huge, compared to what your current model might look like. But that's the correct size. Scale your track up until it matches the size you want it to look like ingame. After it's scaled up and in the right size, delete the

Open the OBJ Exporter plugin through the Plugins tab, and tick the following:

For it to export texture mappings, you need to texture the back side of the face too, not only the front. Smoothed models can be exported, but there is no texture mapping exported if you use then.

Now, export every part of the track, each into it's own OBJ file.

Another 3D Model Editor

If you made your model in a 3d model editor that isn't Google Sketchup, you have to do something more for it to work.

Importing Your Model

In SZS Modifier, open the file "course_model.brres". In it, open the folder "3DModels(NW4R)" and the only file in it, "course".

Wait, and soon a model of the course will appear. Select the polygon you want to import the model to, and