Video Tutorial: 3ds max model into spark editor
Hey everyone
So having struggles on end to get a model into the editor and then eventually getting my head around it, I thought I would make a little video tutorial on how to get a very basic model, from 3ds Max into the spark editor as just an Albedo textured Prop.
Now TBH the main things you need to know really are.
1. UVUnwrap your object!
2. Save the texture file as .PSD in your modelsrc folder (Plus make your normal/specular maps etc as needed and save as .psd)(Preferable all from your UV Unwrap texture)
3. Use the latest OpenCOLLADA plugin to export your .DAE model (Get the 32 Bit one)
4. EDIT THE .DAE to change the init from tag from "./YourModelsTextureName.pds" to just "YourModelsTextureName.pds"
5. MAKE SURE YOU HAVE DONE STEP 4 AND SPELT IT CORRECTLY
6. make your .model_compile and .material file as outlined by Brian/TheForums/Wiki etc.
7. Run builder and profit.
Wiki Link for material file
But I made a video in case anyone wants a run through. Hopefully it will inspire others to to some other videos, maybe a guide to lighting ?, or making a dynamic prop or cinematic ?, Or just cool ways to generate props/textures for NS2 ?
So having struggles on end to get a model into the editor and then eventually getting my head around it, I thought I would make a little video tutorial on how to get a very basic model, from 3ds Max into the spark editor as just an Albedo textured Prop.
Now TBH the main things you need to know really are.
1. UVUnwrap your object!
2. Save the texture file as .PSD in your modelsrc folder (Plus make your normal/specular maps etc as needed and save as .psd)(Preferable all from your UV Unwrap texture)
3. Use the latest OpenCOLLADA plugin to export your .DAE model (Get the 32 Bit one)
4. EDIT THE .DAE to change the init from tag from "./YourModelsTextureName.pds" to just "YourModelsTextureName.pds"
5. MAKE SURE YOU HAVE DONE STEP 4 AND SPELT IT CORRECTLY
6. make your .model_compile and .material file as outlined by Brian/TheForums/Wiki etc.
7. Run builder and profit.
Wiki Link for material file
But I made a video in case anyone wants a run through. Hopefully it will inspire others to to some other videos, maybe a guide to lighting ?, or making a dynamic prop or cinematic ?, Or just cool ways to generate props/textures for NS2 ?
Comments
The new versions of OpenCOLLADA works with the later versions of max, but you have to use the 32bit version, regadless of your windows. and then edit the .DAE afterwards to correct the <init from> tags.
There was a problem though, which resulted my models being much smaller than they should. It turned out that my models were translated from metric units to imperial units (from 1 mm -> 1 inch)... and my Max options said I was using generic units. After changing Max into using imperial units my models came out the right size after that.
Oh dear, hmm. I suppose you could export it to an .obj, import it into blender, and export it from blender.