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3D Max 2010 migration to GS8
#441389
05/21/14 05:56
05/21/14 05:56
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Joined: Jun 2010
Posts: 590 California
Ruben
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Joined: Jun 2010
Posts: 590
California
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Somebody on my video game team uses 3D Max 2010 software to create 3D digital world environments. He sent me his 3D Max 2010 file, which consists of a mountain landscape.
I was able to import his ASE file, 3DS file, and FBX file into Gamestudio A8 WED. For some reason I am not seeing any textures on his mountain landscape. I saw textures on the mountains when he showed me a video of this same mountain landscape. Does anyone know what I am doing wrong in having the mountain landscape have the textures it had when it was saved in 3D Max 2010, while it is stored in a Gamestudio A8 WED file?
Also, when I try to build the level, I eventually get a window that pops up which says:
3D GameStudio Map Compiler has stopped working A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available.
I notice that there are quite a few surfaces in the mountains, and the mountain landscape seems rather large and intricate. The WED file holding these mountains is 7,301 KB, or 7.301 MB in memory size. Is there a size that the memory should be brought down to, in order for the WED file to build correctly?
Last edited by Ruben; 05/21/14 06:16.
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Re: 3D Max 2010 migration to GS8
[Re: sivan]
#441412
05/22/14 03:10
05/22/14 03:10
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Joined: Jun 2010
Posts: 590 California
Ruben
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Posts: 590
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Is the mountain landscape he created in 3D Max 2010 considered a "model", when it is imported into Gamestudio WED?
If so, do you know how I can find out how many vertices are in his "model"? I click on the "Vertex Move" button in WED while a piece of the mountain landscape is selected, and I see vertices, but I cannot see a number anywhere stating how many there are.
Last edited by Ruben; 05/22/14 03:30.
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Re: 3D Max 2010 migration to GS8
[Re: Superku]
#441482
05/24/14 20:37
05/24/14 20:37
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Joined: Jun 2010
Posts: 590 California
Ruben
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I could just add it as a model, but I heard somewhere that if I add it as a model as opposed to a terrain, it provides severe disadvantages due to rendering speed, collision detection, and memory consumption. I was able to import the .fbx file in 3D Max 2010 into the Gamestudio A8 MED program. I then highlighted it, clicked the Object tab, and selected "Convert to terrain". However, this message box comes up that states:
med
Can't convert - no regular grid
I found a Gamestudio webpage that states this about the "Convert to Terrain" option in MED: Convert to Terrain: Converts the MDL model to a HMP terrain if its mesh is a regular grid. Note that some models might look like regular grids but aren't due to duplicated vertices. In such a case you can fix the model in Vertex Mode by selecting all vertices and executing the Merge function. Source: http://www.conitec.net/beta/med_object.htmI tried doing this by highlighting the mountain landscape, pressing the "Vertex Mode" button, which changes the object from looking red, to seeing yellow vertice points all over it. I then choose the File tab, and select the "Merge..." option. I then see a window come up asking me to open a file. I select the MED file that had the mountain landscape saved in it, and press the Open button. It then seems to open the file I had before. I then highlight the mountain landscape again in MED, press the Object tab, and choose "Convert to terrain", but I get the same error message window as before stating:
med
Can't covert - no regular grid
Does anyone know how to add a grid to this mountain landscape model?
Last edited by Ruben; 05/24/14 20:39.
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Re: 3D Max 2010 migration to GS8
[Re: Ruben]
#441488
05/25/14 06:39
05/25/14 06:39
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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in MED the terrain conversion is very limited, you need exactly the same vertex structure as a terrain has (create one and you will see what I mean).
a possible solution is to convert it to a heightmap bitmap, then create a terrain from that bitmap in MED. you need a little script to c-trace the model surface e.g. in 512x512 positions and store the height values between 0..255, and store the min and max height values too, to enable exact reproduction afterwards.
alternatively, you can do c-traces only in the desired future vertex positions, store it in a custom text file, create a terrain in MED with similar vertex resolution and size, then load the file and deform terrain, it is fast. you can save it also as .hmp, just check the source of my editor, I use this solution.
but for correct texturing you need to have your model simple top down uv unwrapping, or it will be stretched. but in case of a large terrain multitexturing is more recommended than a single skin.
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