Exporting custom buildings with 3dsmax? -1 reply

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MasterOhh

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5th July 2006

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#1 12 years ago

Hi, I started modelling a custom bunker in 3dsmax, but I had difficulties with texturing it. So I imported some FH buildings and bunkers to see how they did it. I noticed that the FH buildings are broken up in several seperate meshes with their own material ids. e.g. LOD1_fh_bunker10_m1-1 (the roof) LOD1_fh_bunker10_m1-2 (the floor) LOD1_fh_bunker10_m1-3 (inside walls) LOD1_fh_bunker10_m1-4 (outside walls)

So I seperated my bunker in several meshes, too. Texturing became pretty easy that way.

My problem is, how can I export all those parts as one building? When I add them to the lod list, they become individual LODs. When I put them together as one mesh, the uvw mapping does not work anymore. How did the FH guys do it? Or does anyone else know how I can do it ?




Lobo

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27th April 2003

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#2 12 years ago

The same mesh can have most than one matID (material identificator), under polygon mesh, if you scroll down you will see a bunch of numbers in small boxes, with the smooth groups, there you can see two windows, select matID and set matID, you can set matID 1 to all faces you want, and matID 2, 3, etc, etc, etc

Now you can apply diferent skins to each one of these ID's, with a multi-sub material, 1 to MatID 1, 2 to 2, etc




MasterOhh

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#3 12 years ago

Yeah thanks for the replay, but that was not my question. I need to seperate my building in several pieces so I don't get any problems with the uvw maps. When I unwrap the whole mesh I get a total piece of crap and I cannot adjust the different textures independent from each other. Thats why I thought the FH buildings have been brocken up, so you can handle it easier (and it works). My question is now, were that FH buildings exported while being broken up? If so, how can I do that? Or were they just broken up into the different material groups when I imported them in 3dsmax?

If my point is still unclear, I'll post screens next time ... :)




Lobo

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#4 12 years ago

No, you can unwrap perfectly a model with diferent textures, I don't know what are you doing wrong, we don't break statics in diferent pieces, maybe some old model because time ago there was a problem exporting statics using lot of diferent textures, so we broke some in two pieces, but later we realized a trick to solve this bug and we didn't animore




MasterOhh

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#5 12 years ago

This are the parts of one of the omahabeach charly sector coast bunkers.

max.jpg

You can see, that the LOD1 is seperated in 11 parts. Each of them has its own MatID and texture. I think all FH bunkers are like that when I import them. So you say, that they have been exported as one piece and it is just the stupid BF-tools that breaks them into pieces when I import them? Damn and I thought I found an easy way to get my texture on my bunker :(




Lobo

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#6 12 years ago

Exactly, now I know what you are doing wrong

In the import window check bounding box, collision, visible and shadow (and scale 100%), but UNCHECK the other boxes, you have checked Detach materials and this one is breaking the mesh in its materials




[79th] Le_Chat

Miaou to all of you ;)

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#7 12 years ago

EDIT : Oups simultaneous posting with Lobo ... and he's right with regards to your import ... Sorry, I still leave my procedure incase you have a prob. while attaching the various mesh. END OF EDIT

Well I may have an idea about your problem.

For example recently, when I did my quad50, I had three separated pieces : >> The base >> The horizontal rotating part (with the seat for the gunman) >> The gun mount

Each of this three elements has been textured with its UVW map. I made it, textured it, and baked the final texture by a "render to texture".

It had to be done like this since these parts are moving independently once the vehicle is in operation.

But I still decided to produce a "single piece" vehicle either to be used as static, or to be used as long distance "lod". (The latter is used so that once further than a certain distance (generally 150-200m) rather than to render each individual parts, a long distance lod is used for most vehicle).

All I had to do, was to : >> import sucessfully the three elements in 3DsMax >> position them properly >> attach them in one single LOD

THREE IMPORTANT POINTS HERE : >1> You must not rebake the texture then (or you'll get a new UVW cordinates that will mess up the total). >2> As mention by Lobo, if your initial elements were correctly textured with distinct material ID for each texture, it will be OK Actually, you will have one mesh but in the mesh.rs file it will point each material ID to the appropriate texture file. Here is how my quad long distance mesh.rs look's like:

subshader "Quad50_base_l1_Material0" "StandardMesh/Default" { lighting true; lightingSpecular false; materialDiffuse 1.0 1.0 1.0; texture "texture/te_quad_123"; }

subshader "Quad50_base_l1_Material1" "StandardMesh/Default" { lighting true; lightingSpecular false; materialDiffuse 1.0 1.0 1.0; texture "texture/te_quad_123"; }

subshader "Quad50_base_l1_Material2" "StandardMesh/Default" { lighting true; lightingSpecular true; materialDiffuse 1.0 1.0 1.0; materialSpecular 0.6 0.6 0.6; materialSpecularPower 5.0; texture "texture/te_quad_123"; }

subshader "Quad50_base_l1_Material3" "StandardMesh/Default" { lighting true; lightingSpecular false; materialDiffuse 1.0 1.0 1.0; texture "texture/te__quadmg50"; }

subshader "Quad50_base_l1_Material4" "StandardMesh/Default" { lighting true; lightingSpecular false; materialDiffuse 0.0470588 0.219608 0.0117647; texture "texture/te_quad_ammo"; }

As you can see : > materials 0, 1 and 2 points to one texture file "te_quad_123.dds" > material 3 (the browning guns) point to texture "te__quadmg50.dds" > material 4 (the quad ammo box) point the texture "te_quad_ammo.dds"

>3> Third point when you attach the different LOD (each probably with a different material ID), you are given a three possibility choice : > Match material ID to Material > Match material to Material ID > Do not modify mat ID or material If you have used one material ID for each texture than you do not have to modify anything. But if you are joining different mesh (that you've done separatly using only material ID1), you may need to match the materia ID to the material.

In summary : >> make each separate mesh with one ID per texture you will be using >> bake the various textures. >> Once OK, import them and attach them. >> If you've been carefull to have separated mat ID for each texture , you just need to export the final united LOD (each Id will point to the right texture). >> Of course DO NOT MAKE A RENDER TO TEXTURE after the attachement.

Hope this helps Do not hesitate to ask if you still have a problem

Miaou :beer:




MasterOhh

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#8 12 years ago

Thank you guys. I'll try that!