Difference between revisions of "Tutorial for outsiders"

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(Created page with "after you imported your model succesfully inside 3ds max (i recommend fbx for import) you have to do: FOR THE OBJECT: - preparing well edges for ingame usage -- select your o...")
 
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after you imported your model succesfully inside 3ds max (i recommend fbx for import) you have to do:
+
{{tabLang|EN|DE|EN Tutorial_for_outsiders|ES|FR|RU}}
  
FOR THE OBJECT:
+
After you imported your model succesfully inside 3ds max (i recommend fbx for imports) you have to do:
- preparing well edges for ingame usage
 
-- 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
 
-- 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
 
-- (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)
 
-- 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:
+
=== FOR THE OBJECT ===
 +
*  preparing well edges for ingame usage
 +
**  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
 +
** 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
 +
** (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)
 +
** 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)
 
(press (M) to open the material editor)
- right click in the view and add:
+
* right click in the view and add:
-- Materials > Nel Material
+
** Materials > Nel Material
-- Bitmap > Your texture file
+
** Bitmap > Your texture file
--- combine your bitmap with the Nel Materials 'fTexture_1'
+
*** combine your bitmap with the Nel Materials 'fTexture_1'
-- Bitmap > Your specular file                 
+
** Bitmap > Your specular file                 
--- combine your bitmap with the Nel Materials 'fTexture_2'
+
*** combine your bitmap with the Nel Materials 'fTexture_2'
- preparing Nel Material for ingame usage
+
* preparing Nel Material for ingame usage
-- in Nel Basic Parameters:
+
** in Nel Basic Parameters:
--- changing Ambient and Diffuse color to 'white' and Opacity to '100'
+
*** changing Ambient and Diffuse color to 'white' and Opacity to '100'
--- changing Specular color to 'white', Level: '2', Glossiness: '9'
+
*** changing Specular color to 'white', Level: '2', Glossiness: '9'
-- in Nel Material
+
** in Nel Material
--- change Shaders Type to 'Specular'
+
*** 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 :-)
+
*** unmark (disable!) 'Enable water splash' - Please don't ask me why it is autmatically enabled. Maybe they were just water junkies :-)
-- in Nel Textures
+
** in Nel Textures
--- recheck all texture files are fine
+
*** recheck that all texture files are fine
--- check (enable) 'SpecularMap'
+
*** check (enable) 'SpecularMap'
- make your texture/shader shown in 3ds Max
+
* 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'
+
** right click on your texture or shader in the VIEW-Screen and select 'Show Shaded Material in Viewport'
  
EXPORT:
+
=== EXPORT ===
- go to 'Utilities'  
+
* go to 'Utilities'  
-- select 'More...' > 'Nel Export' (a new list appeared called 'Parameters')
+
** select 'More...' > 'Nel Export' (a new list appeared called 'Parameters')
-- make sure you have selected your model and choose 'Export model'
+
** 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)
+
** give your file a good name and save it as a NeL shape file (*.shape)

Revision as of 00:44, 28 July 2014

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

FOR THE OBJECT

  • preparing well edges for ingame usage
    • 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
    • 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
    • (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)
    • 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)