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stranger
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OP
stranger
Joined: Jul 2014
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Hi!
Is there a tutorial, or any information on how to add new models or game objects to the world? Is this even possible, or are you restricted to using the canned game assets? I am dying to create a plate with some toast on it to the game! (just kidding but thats about the extend of my 3d skills)
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member
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member
Joined: Apr 2013
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same qeustion. I read something about beeing able to import FBX type stuff?
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enthusiast
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enthusiast
Joined: Oct 2013
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There is a converter fbx to gr2 but not gr2 to fbx (which means we are left guessing)
But I am 3d modeler, and in my experience it's gonna be nearly impossible to import anything without having at least some source models in 3dsmax from Larian, so that we can see export settings and what we need to take into account before exporting.
It would essentially require someone reverse enginered the models in the game and tells us exactly how to create collision and how to do correct node naming... that said, since engine uses rad tools (sigh) things are extremely complicated. It's not like Skyrim where you had a script that basically did everything for you in 3dsmax (assuming you knew what to set)
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addict
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addict
Joined: Apr 2013
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It would essentially require someone reverse enginered the models in the game and tells us exactly how to create collision and how to do correct node naming... Collision isn't imported from the FBX mesh, it's a separate .bullet file that is generated using the Bullet Physics SDK. I believe node naming is only important if you're using a mesh that has skeletal animations; for static meshes you only need to have one node and don't need materials at all. (... at least if what the gr2 viewer says is believable: https://dl.dropboxusercontent.com/u/32263228/dos/gr2_viewer.png)
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enthusiast
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enthusiast
Joined: Oct 2013
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Ehm, you say generated using the Bullet Physics SDK...but how do I do that? I can find the download, but it's all some source code mumbo jumbo to me (remember, I am artist, not coder) So If I understood you right from before.. I just export a random model from 3dsmax (I assume 1 mesh, no flipped surfaces, and triangles with smoothing, or does it support smoothing groups?) to FBX (would be neat to know what specific fbx version and settings but k*) then use the "to gr2" converter you linked in other topic, and the editor sees maybe the mesh, but it won't have collision? That is a bit very fiddly... but mostly possible.. at least for some level geometry... The material editor at least is mostly like any advanced material editor in cg suites ;p So there is at least that.
Last edited by eRe4s3r; 08/07/14 11:05 PM.
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journeyman
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journeyman
Joined: Jul 2014
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I understood the word 3D... that is all.
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addict
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addict
Joined: Apr 2013
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Ehm, you say generated using the Bullet Physics SDK...but how do I do that? I can find the download, but it's all some source code mumbo jumbo to me (remember, I am artist, not coder) I'll make a tool for that in the near future. So If I understood you right from before.. I just export a random model from 3dsmax (I assume 1 mesh, no flipped surfaces, and triangles with smoothing, or does it support smoothing groups?)
That is correct. I haven't seen any smoothing group support in the .gr2 files, though I may be wrong. Enabling them won't hurt, but the setting may not work after exporting to .gr2. to FBX (would be neat to know what specific fbx version and settings but k*) then use the "to gr2" converter you linked in other topic, and the editor sees maybe the mesh, but it won't have collision?
I've used this to import FBX2013 files exported from Max (not sure about the exact version number) and they worked fine. You have to manually assign collision to the Root Template in the editor, the mesh itself cannot contain any collision data.
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member
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member
Joined: Jan 2014
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Can you post the link for the gr2 covnerter again please?
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stranger
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OP
stranger
Joined: Jul 2014
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Ya, I really appreciate the discussion, but its over my head already So it sounds like 3DMax format is the one that will eventually (maybe already does) work?
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addict
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addict
Joined: Apr 2013
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Ya, I really appreciate the discussion, but its over my head already So it sounds like 3DMax format is the one that will eventually (maybe already does) work? Yeah. I'll try to add support for more formats (no promises!)
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