Difference between revisions of "Tutorial for outsiders"

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=== FOR THE OBJECT ===
 
=== FOR THE OBJECT ===
*  preparing well edges for ingame usage
+
[[File:Outsider1.png|50px|thumb|right]]
 +
[[File:Outsider2.png|50px|thumb|right]]
 +
[[File:Outsider3.png|50px|thumb|right]]
 +
*  preparing well edges for ingame usage ''(picture [[Media:Outsider1.png]])''
 
**  select your object (you can always press (Z) to move the camera directly to your selected object)
 
**  select your object (you can always press (Z) to move the camera directly to your selected object)
 
** go to 'Modify' > open dropdown list > select Nel Convert (this will add 'Rykol Patchmesh Convert')
 
** go to 'Modify' > open dropdown list > select Nel Convert (this will add 'Rykol Patchmesh Convert')
* check for material ID
+
* check for material ID ''(picture #2)''
 
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary
 
** add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary
* auto smooth your object
+
* auto smooth your object ''(picture #2)''
 
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups
 
** (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups
* resetting XForm (this is important to export your model as a .shape later)
+
* resetting XForm (this is important to export your model as a .shape later) ''(picture #3)''
 
** go to 'Utilities' (hammer icon) > Reset XForm > Reset Selected
 
** go to 'Utilities' (hammer icon) > Reset XForm > Reset Selected
 
** go back to 'Modify' (second icon) > Right click on XForm > Collapse All (this should now end in 'Editable Poly')
 
** go back to 'Modify' (second icon) > Right click on XForm > Collapse All (this should now end in 'Editable Poly')

Revision as of 00:13, 28 July 2014

After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:

FOR THE OBJECT

Outsider1.png
Outsider2.png
Outsider3.png
  • preparing well edges for ingame usage (picture Media:Outsider1.png)
    • select your object (you can always press (Z) to move the camera directly to your selected object)
    • go to 'Modify' > open dropdown list > select Nel Convert (this will add 'Rykol Patchmesh Convert')
  • check for material ID (picture #2)
    • add 'Edit Poly' (not 'Editable Poly') from dropdown list, press (5) to enter the element mode, select all of your object (strg + a) and in the Meterial ID box the ID has to be between 1 and 100 in generell or it will not be supported well later, so change it to 1 when no mat ID is necessary
  • auto smooth your object (picture #2)
    • (still in element mode and with everything selected) scroll down to 'Polygon: Smoothing Groups' and select 'Auto Smooth' with a generell value of 45,0 - if this won't work fine enough for your model, use the numbers of poly groups
  • resetting XForm (this is important to export your model as a .shape later) (picture #3)
    • go to 'Utilities' (hammer icon) > Reset XForm > Reset Selected
    • go back to 'Modify' (second icon) > Right click on XForm > Collapse All (this should now end in 'Editable Poly')

FOR THE MATERIAL

(press (M) to open the material editor)

  • right click in the view and add:
    • Materials > Nel Material
    • Bitmap > Your texture file
      • combine your bitmap with the Nel Materials 'fTexture_1'
    • Bitmap > Your specular file
      • combine your bitmap with the Nel Materials 'fTexture_2'
  • preparing Nel Material for ingame usage
    • in Nel Basic Parameters:
      • changing Ambient and Diffuse color to 'white' and Opacity to '100'
      • changing Specular color to 'white', Level: '2', Glossiness: '9'
    • in Nel Material
      • change Shaders Type to 'Specular'
      • unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)
    • in Nel Textures
      • recheck that all texture files are fine
      • check (enable) 'SpecularMap'
  • make your texture/shader shown in 3ds Max
    • right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'

EXPORT

  • go to 'Utilities'
    • select 'More...' > 'Nel Export' (a new list appeared called 'Parameters')
    • make sure you have your model selected and choose 'Export model'
    • give your file a good name and save it as a NeL shape file (*.shape)