Modeling with 3D Editor

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Revision as of 15:38, 16 March 2011 by Vulcanus2 (talk | contribs)
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Page in devolopment 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.

A paint track maker, please fill in this part. About pincing, the best way to start, etc.


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


GSU

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.