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Modelling an new area!

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 TriggerGod
05-13-2009, 4:57 PM
#51
3ds Lax Bible! o_Q *Max

There is like a book for each version of the program, it comes with cd/ dvd packed with small tutorials to teach you about the differant tools and gizmos in the program.
There is a book for a lot of major programs, isn't there? I have like, 3 Photoshop books :P

I'll be fair, it takes time and practice to get a good grasp of the modelling... thing... to find your work flow :)

It took me a serious 2,5 years to get to a point where I'm sort at "ease" to model small objects.
While working on another flow, I was able to model small objects at ease in about 6 months. It all depends on how you work. And if you have any good tutorials to help you through the process.

I got a sort of "click" moment when I did a tutorial on modelling a car.
Its a good way to get to know all the extruding, connecting etc...
I'm still trying to figure out how to model bigger models (ie cars, head models, bodys, etc)

Anyway, you can't rush art ;)
Tell that to the people who rushed The Last Dinner. :P

If you want to really get into the inner workings of 3dsm, try doing their free tutorials on their site
Or, what I did, was download great 3d models off of sites (usually in OBJ format, because back than I only had GMax. Now I download OBJ, 3ds, and max files. I sometimes still do this) and study how they did their models.
 Malaksjaw
05-14-2009, 12:28 AM
#52
If you want to really get into the inner workings of 3dsm, try doing their free tutorials on their site


I thought about doing that first, then I decided to post here to see what ppl would suggest =) AWESOME mod your working on by the way...


3ds Lax Bible! o_Q *Max


Sweet. Really appreciate your input.
I'll check that one out next time I'm at Borders ^^


Anyway, you can't rush art ;)

Believe me I know. I've been learning Photoshop, nonstop, for a few months now and I still have a long way to go...and modeling is more complex imo.


Or, what I did, was download great 3d models off of sites (usually in OBJ format, because back than I only had GMax. Now I download OBJ, 3ds, and max files. I sometimes still do this) and study how they did their models.

Great idea. I might just do that.
 Quanon
05-14-2009, 1:13 PM
#53
While working on another flow, I was able to model small objects at ease in about 6 months. It all depends on how you work. And if you have any good tutorials to help you through the process.

I consider my area models small :xp:


I'm still trying to figure out how to model bigger models (ie cars, head models, bodys, etc)


Most of these need guides/ templates, you can't really just start out of nothing and expect to end up with a great result, unless you've done it a hundred times :p

Anyway, practice, practice!
 disbeliever
05-14-2009, 1:37 PM
#54
lol @ Q only making small areas
 Malaksjaw
05-16-2009, 1:34 AM
#55
Hey guys I got my first problem...well more of an annoyance. When I either rotate or pan my camera view, the color of objects disappears. As soon as I cease panning or rotating the camera object colors come back. When I say colors I think they are the actual Polygons. So I can only see the wire frame? Dunno if that's what its called =P When I watched your tutorials I noticed that doesn't occur to you.

An example with the room I'm building following the tutorials...

So this is what I see when ever I pan or rotate my camera:

http://img21.imageshack.us/img21/7955/badbix.jpg)

This is how it looks when I'm not doing anything:

http://img40.imageshack.us/img40/3848/14337616.jpg)

As you can imagine its kind of annoying. Is there a setting for changing it? Or is it video related?
 Quanon
05-16-2009, 7:04 AM
#56
As you can imagine its kind of annoying. Is there a setting for changing it? Or is it video related?

Hmm, whenever I rotate I do get that effect now and then, perhaps less then you ofcourse.

But the object stops being wireframe after you rotated?

It could be I've set the render quality of my Perspective to high, allthough I can't actually remember where this is set... o_Q

It could be your PC doesn't want to render because it takes to much power and memory.

I don't know what you're trying to do really when you're moving the camera, I never model and move the camera at the same time :p
 Malaksjaw
05-16-2009, 3:36 PM
#57
It could be I've set the render quality of my Perspective to high, allthough I can't actually remember where this is set... o_Q

I guess I'll start fooling around with the settings then and hopefully find such a setting.


It could be your PC doesn't want to render because it takes to much power and memory.

I though about it...mainly because I'm on a laptop with integrated graphics. GeForce 8200M G. Umm but I still don't know. I have 2gig of ram.


I don't know what you're trying to do really when you're moving the camera, I never model and move the camera at the same time :p

Not trying to do anything just posted pics to explain. I don't move the camera and model at the same time either but it is still bothersome for when I'm building rooms...kinda hard to move inside and every time I do I can hardly see changes I make. Anyhow its enough to irritate me :¬:
 Canderis
05-19-2009, 8:37 PM
#58
I followed the written tutorial and when I load it up ingame its just black and all I can see is my character. What did I do wrong. Do I need a lightmap file or something?
 disbeliever
05-19-2009, 9:23 PM
#59
I followed the written tutorial and when I load it up ingame its just black and all I can see is my character. What did I do wrong. Do I need a lightmap file or something?

Did you add the auroradlights? and the auroratrimesh i believe. One is the fake lights that simulate lights, while the d lights make the actual light. You need to make a wide radius for the d lights based on how big your area is.

Also, are you sure your character is spawning inside your area? I do not know if it is possible, but maybe your spawning outside your area somehow. Check the x,y,z
 newby
05-20-2009, 1:14 AM
#60
where can I get 3ds max9? I can only fin 3ds max 2010(30-trial is what I'm using), and it doesn't have the auroratrimish.....or NWmax.................(no version for 3ds 2010)
 HK-42
05-20-2009, 1:30 AM
#61
where can I get 3ds max9? I can only fin 3ds max 2010(30-trial is what I'm using), and it doesn't have the auroratrimish.....or NWmax.................(no version for 3ds 2010)

well nwmax dosent come with 3ds it is a addon.

try this: http://www.soft32.com/download_81704.html)
 Quanon
05-20-2009, 6:23 AM
#62
where can I get 3ds max9? I can only fin 3ds max 2010(30-trial is what I'm using), and it doesn't have the auroratrimish.....or NWmax.................(no version for 3ds 2010)

Like HK said NWmax is not a part of 3Ds Max.

I believe Disbeliever is using 3Ds Max 2009 with the latest version of NWmax avaible ,0.8 or something of the like IIRC.

It seems to work properly for him.

I guess its save to use the 2010 version, often there isn't that much difference between these versions.

Well the jump from Max 9 to Max 2008 & 2009 was kind of big :lol:

@Canderis: Disbeliever beat me to it but I'll try to sum up what could have gone wrong:

- do you have a .lyt file?

- Have you set a high enough value in the Sunambient& SunDiffuse Structs found in the .are file?

- Add some AuroraDlights, they're found in Create=>Helpers, not to far from the AuroraBase button ;)

- Check you're spawning point in the .ifo file, perhaps its misplaced?

Hope this helps a bit.
 Canderis
05-20-2009, 7:33 AM
#63
How do I get accurate entry co-ords?
 disbeliever
05-20-2009, 8:28 AM
#64
0,0,0 is always a good place to start, assuming you followed Q's tutorial and centered the area at 0,0,0.

Otherwise... hmm I guess you would have to guess :)

I am using 3dsm 2009 with the newest version of nmmax, and it all works perfectly for me. I am running it on one of the beefiest laptops available though. I do not know if processing resources slows things down or causes weird issues.

Id go back and make sure you added the fake lights, set to full white color(brightness) and then the auroraD lights with a high enough radius to show the area. Depending on how big your area is, it may be set to small. For comparison my middle city is over 15000 centimeters long, so each of my lights I set to 10000 radius :)

I downloaded gmax last night and will look into your texture issue soon fyi and not to ninja hijack this thread ;)
 Quanon
05-20-2009, 3:14 PM
#65
How do I get accurate entry co-ords?

Just make a box in Max, doesnt matter much which dimensions it has.
To be save make it like my MAN-BOX.

Put it where you want the player to spawn into your area.
Once it's set look for the X Y Z numbers at the lower mid section of the screen.

The numbers are there, you only need to do a small "convert".

Example X Y Z in Max: 300 20 0
The numbers you need to set in the .ifo file: 3 0.2 0

The files contained in the module all work with m(eters) while Max works with Centimeters.

100cm = 1m so you need to shift 2 positions to get the correct numbers.
 disbeliever
05-20-2009, 3:20 PM
#66
and once again Q shows how little I know :ugh: :)
 TriggerGod
05-20-2009, 5:16 PM
#67
where can I get 3ds max9? I can only fin 3ds max 2010(30-trial is what I'm using), and it doesn't have the auroratrimish.....or NWmax.................(no version for 3ds 2010)

3ds Max 9 is continued in 3ds Max 2008, 2009, and 2010. Since you can't find a [legal] copy of Max 9, just go with 2010.

(note: all the 2000 3ds Maxes are compatible with the latest nwmax. Although I haven't tested if 2010 works with nwmax)
 Canderis
05-22-2009, 4:53 PM
#68
I got the entry co-ords right now but its still black, do I need more than one d-aura light? What number do I set in the Sunambient& SunDiffuse?
EDIT: it is defiantly the sun fields, they are both at 0, what do I set em to?
 Quanon
05-22-2009, 5:07 PM
#69
I got the entry co-ords right now but its still black, do I need more than one d-aura light? What number do I set in the Sunambient& SunDiffuse?
EDIT: it is defiantly the sun fields, they are both at 0, what do I set em to?


To easily get some good colour values for the Sunlight I use GloveMasters little program.

Kotor uses somesort of 3bit code... so this program lets you use a handy colour picker like from windows paint and then gives you the 3bit value.

LINKY (http://www.lucasforums.com/showthread.php?t=180708)

Put that value in those Sun fields.
 Canderis
05-22-2009, 5:15 PM
#70
Hurray! it works!!!! Still got to tweak the entry co-ords a bit but I can see the place now
 SNIPESTORM
06-10-2009, 10:33 AM
#71
hey guys,
hi from Australia again,

--bumpity bump--

thought id get back on the scene after exams were done, but decided to start before.
been trying this for a while, and am having some of the same troubles;

[[DONT THINK IVE READ AND TRIED ENOUGH OF THE FIXES BUT WILLL FINISH THIS POST ANYWAYS]]

the resulting loaded module has the player, but has all other objects within the room are BLACK, ie no colour. there appears to be something going on in the room, as when the player is moved, he clips against some black object (probably something wrong there), but that at least proves this is working.... i think

using 3dsmax 2009, NWMax 0.8, and followed the "ModellingAnArea.doc" in the "AreaModTut.zip"

btw; video01 link is dead



so if anyone got this working, it would be great to know
 Canderis
06-10-2009, 10:43 AM
#72
Check the entery co-ords and also you need to put a value in Sunambient & SunDiffuse slots in the ARE file, tis is the exact problem that got me.
 Quanon
06-10-2009, 12:02 PM
#73
hey guys,
btw; video01 link is dead


:confused: I checked my links to Part 1, it seems to work for me... :confused:

Do any other peolpe have trouble with the mentioned link?


@Topic question: Like Canderis mentioned, follow the same advice.

Look in the .are file for the SunAmbient & Diffuse slots, use the handy colourprogram from GloveMaster to get a good colour value.

The links are few posts up ;)
 SNIPESTORM
06-10-2009, 10:27 PM
#74
ok, that part01.wmv is now working... it seriously wasnt before... weird.

anywho, im obviously doing something wrong,
i've taken a look around for the .are and .ifo and have no clue what they are (besides you guys telling me (us) and explaining it here.
in another tut you linked us to, explains extracting it from the original kotor files, but find it hard to assume you can do so for your own custom modules.

so bare with me a little while longer, and maybe explain where i should be looking to find these steps,
explain these steps here/or in a PM,
or just yell at me for not following the instructions properly... (havnt watched the vids yet, just followed the tut)

thanks guys... off to an exam now... *yay*
 Doc Valentine
06-11-2009, 4:15 AM
#75
Oooooohooohoooo a video tutorial for Area Model Editing, very shnazy, I like it Q. I love doing area models, well.... I love when they are finished. Doing them can be quite a hassle, its nice to see that it will be much less of a hassle to everyone else ;).

Good work!
 SNIPESTORM
06-11-2009, 5:27 AM
#76
ok, managed to haxx myself together the two files i need from some other modules, and there is slightly more success... some objects appear pink now... thats an achievement... but im still going wrong somewheres. also, everyting appears bigger (and pink) but there still is a lot of black clipping areas.

FIX:
the area when lit, apears RED...
the warped-to area on a slant... and a strange pattern on one of the walls... jumbled up objects maybe?
http://i84.photobucket.com/albums/k13/tims_super_cool/kotor1.jpg)
http://i84.photobucket.com/albums/k13/tims_super_cool/kotor1.jpg)

maybe a little point in the right direction? guys?
 disbeliever
06-11-2009, 7:58 AM
#77
Did you make sure to adjust pivot points to center on all objects and resetxform on everything BEFORE you exported out or started texturizing?

Also, open up the ascii file that you export from 3dsm before you run it through kaurora, and look for the field "orientation" make sure it is set to 1.0 0.0 0.0 0.0 if it is not, you will get jack.
 SNIPESTORM
06-11-2009, 8:56 AM
#78
ok, that fixed a lot of things. awesome...
i made a NEW box room with no extra bells and whistles, just a box
things are red, obviously something to do with my .are/.ifo files,
and now something about the positioning of my new walls (ie rotation, height)
ill go over this stuff again and get back to the board..

tanks guys :D
 SNIPESTORM
06-11-2009, 9:55 AM
#79
new news,
my box has been haxx'd into a actual box, lotsa previous 3dsmax/programming since the first time i tried to mod kotor.
the box is completely square, everything works fine, its a great start!
had to change _ALL_ of the "position" 's of all the walls/floor/roof manually tho...
red light "bug" still, will try to fix now...

FIXED: dodgy red light
an easy .are fix setting the SunAmbientColor and Diffuse to 16777215 (like you were meant to)

thanks Q, great tutorial -- detailed vids too
thanks everyone else for the help :P

gettin back to it ^_^
 Quanon
06-11-2009, 2:18 PM
#80
thanks Q, great tutorial -- detailed vids too
thanks everyone else for the help :P
gettin back to it ^_^

Well SnipeStorm, great to hear this positive news.

A few tips:

- Make sure everything is converted to MESH, not poly.

- Make sure you Resetxform all the meshes, before linking to the Aurorabase.

- The red colour might be because you didn't texture your meshes and so they use a sort of standard material. Depending how your 3ds Max is set, this is mostly white, though other colours are possible.

- borrow/steal the .are and .ifo files from other modules; this is the only way to create or own. To know what goes on in these files, I linked to that tutorial of Marius.
 SNIPESTORM
06-12-2009, 9:22 AM
#81
ill try it all again and see where i've gone wrong... it may very well be the mesh or incorrect use of Resetxform.
the red colour is because of SunAmbientColor and SunDiffuseColor in the .are (set to 150 :P), i did steal the .are and .ifo from other module, but thanks.
however the "dead space" that is not in the scene, ie behind the scene, is pink, nice quirk really, im not upset, so whatever.
so, gonna try it all again y'all (using K1 btw)

thanks again, ill drop back with some results maybe...
 SNIPESTORM
06-28-2009, 8:56 AM
#82
quick bump, does it generally matter, to those of you that have accomplished this, in which view you originally place your object... cos upon exporting of more complex environments, some objects are not where they should be.
that is, their XYZ coords are wrong, or at least when exported, are in the wrong positions in the ascii .mdl file, and then have to be manually changed.
anyone else having these troubles?
using k1, max9, nwmax 0.8
 gsusfrk
07-03-2009, 9:05 PM
#83
Dumb question of the day: I'm following this tutorial with gmax, and when I'm asked to connect the four edges of one wall of the room (using the connect edges function of 3ds max), I can't find a corresponding function in gmax. Help please?
 TriggerGod
07-04-2009, 12:39 PM
#84
Dumb question of the day: I'm following this tutorial with gmax, and when I'm asked to connect the four edges of one wall of the room (using the connect edges function of 3ds max), I can't find a corresponding function in gmax. Help please?

Yeah, GMax doesn't really have a connect function. The closest you're going to get is the Cut function.
 Xerios
07-21-2010, 10:08 PM
#85
Ive been having trouble with my area model. A bunch of my objects re-centered themselves to 000 in the game. They are placed right in the model, and i have the hierarchy set to 000. Any idea on how to fix this?
 Quanon
07-22-2010, 7:01 AM
#86
Did you center the pivotpoint of the object, did the ResetXform? Thing?

If you did you might have to open the exported ASCII file and manually correct all wrong objects. Putting back in the correct X Y Z coords. Highly annoying, but Max/Gmax has a nasty habbit of memorizing the old wrong coords for objects.

Which in turn get exported >_>

Also mind folks, this is a fairly old tutorial of mine. T'was at the start of all this "make your own area", perhaps I should redo this stuff... if I ever find the time >_<
 Canderis
07-23-2010, 4:34 PM
#87
do area models get screwed up if you have safe pivots on?
 Quanon
11-01-2010, 4:31 PM
#88
The tutorial thread can be found here: CLICK (http://www.lucasforums.com/showthread.php?p=2582171#post2582171)

Hello again!
What a bump and thread necromancy! Har har har!

I'm back with a new set of tutorials about area modelling and everything envolved around it. Looking back these old vids just don't do it anymore.
As to be expected my own skill has grown a bit and I discovered a lot more about area modelling.

Therefore I decided to make some new vids about the whole thing. Hopefully this will help people or give more experienced modders some tips. Mind this tutorial thing, just shows how I do things. Its my own personal style on how to handle the area modelling... eh.. thing :lol:

What I want to say is that, this isn't what you MUST do. It just worked ok for me so far. If by chance you know better ways of doing this, then by all means enlighten me and your fellow modders! This is all made to send you on your merry way and create awesome new areas to explore in the game.

Anyway to business; I'll keep the links to my old tutorial vids untill everything is covered again in the new vids. After that I'll "kill" them off, so no one can get confused. Cause, well, I'm quiet chaotic :lol:

Well, here's the first new batch of vids; these first six parts deal with making and setting up a walkmesh. Now six parts sounds a lot, well there's a lot to show and talk about, cause walkmeshes are a very important part of your model. Just watch ;)

Walkmesh tutorial:

First 4 parts are in 3Ds Max, how to create your walkmesh and how to work with it in Kaurora.
PART I (http://www.mediafire.com/?pj3qaguq87a5jek)
PART II (http://www.mediafire.com/?kfqwcj4fme3r2k6)
PART III (http://www.mediafire.com/?nhl1u45781u60og)
PART IV (http://www.mediafire.com/?5mrn40ylal21qjl)

Last 2 parts are about several key files: .vis and .lyt files and the .are, .git and .ifo files.
PART V (http://www.mediafire.com/?zk1731bxxg9cle7#2)
PART VI (http://www.mediafire.com/?sa5333licgnem06) => This one is now uploaded!

EDIT: Adjusted first post to include this message aswell.
EDIT2: Part VI is uploaded.
 zoranlakic85zr
12-01-2010, 1:02 PM
#89
Regards quanon. first to thank the excellent tutorials. good job. As regards the modeling I can create a complicated area with many rooms and all fit into the game. But I have two big problems. The first is that the lights do not work, and others to see through walls when I approach and rotate the camera. I think it has some connection with the compiler Kauroraeditor, my version is 0.2. I think its not compile nodes to light. Second problem i don't know. Maybe it has someting with vis file or materials. please if you can tell me about versions of your tools an if you know what is the problem... HELPPPP...please :) Also if you can post download link for the tools you use. Tx you in advance.
 Quanon
12-01-2010, 1:43 PM
#90
Another set of tutorials; took me a bit longer then I wanted to upload these.
But, heck, that's life for ya :lol:
Anyway I hope you folks enjoy this stuff. Also let me know if it's actually any good :p
EDIT; also included in first post.

Texturing and UVWmapping:

Vid-tutorial in 4 parts, all about how to UVWmap and texture your area.

PARTI (http://www.mediafire.com/?7izju8445i5vbpu)
PARTII (http://www.mediafire.com/?dr50i37lojry4mb)
PARTIII (http://www.mediafire.com/?h29ysq2etwkrz0z#1)
PARTIV (http://www.mediafire.com/?xi4gzjty9fn2mqz)
 Quanon
12-01-2010, 1:48 PM
#91
...and others to see through walls when I approach and rotate the camera...

That's how it is for everybody, me included. Normally the walkmesh, if you made walls for it, should block the camera. But saddly selfmade walkmeshes just don't want to do that. And I'm still uncertain if it's an oversight by me, the modeller or Kaurora. So far I haven't been to bugged about it.

Your other problem: did you link 3ds Max lights, to your AuroraBase? Cause that won't do any good. To lift the darkness; look into your .ifo file. You have to set the Sunambient and Sundiffuse values to a certain number. That way you'll get light all over your area.

Check out the start of this thread, other folks have had the same trouble. Plus you might want to check out the last 2 videos from my walkmesh tutorials. A small part is about the lighting as I mentioned above ;)

For more funky lighting, you'll have to wait a bit. I need to cover that in a tutorial about lightmaps and such :D
 disbeliever
12-01-2010, 3:06 PM
#92
Lightmaps already have a tutorial in the tutorial section
 Quanon
12-01-2010, 3:20 PM
#93
Lightmaps already have a tutorial in the tutorial section

Yes, they do. You've made one, I know.
I find it great to find more then one tutorial on the same subject. Your's isn't bad or lacking far from it. But having more "talk" from differant people explaining something... well, sometimes it just helps to have two sources to get the full picture on a particular subject.

Unless you think it's overkill?
I know I've wronged you Dis, but I'm not sure if I have to read this as negative or postive :confused:

PM me if you have more concerns and all, I don't want to go OP to much.
 LordAnkarin
03-24-2011, 4:40 PM
#94
You Tutorials are great and very helpful, thanks

Idk if you knew this or not, but the Part 13: Last details and test run download link no longer works. Just so ya know. :)
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