Aller au contenu

Photo

[SOLVED]3D models and size.


  • Veuillez vous connecter pour répondre
17 réponses à ce sujet

#1
0x30A88

0x30A88
  • Members
  • 1 081 messages
I use the simple program called Google Sketchup, I know it's simple and all that, and that I would need 3ds max or something to compile the models.

I would probably find the answers to those questions elsewhere, but one thing I wonder about is size. G. sketchup has the sizes in meters (or inches,feet if i want to) and how large would a 1x1 floor be, or a regular FTI_... wall?

I don't plan on using this in my companion mod, but I would like to make a new exterior/interior set for The Dark Deal and give the bad-guys a better story that if they just took old Tevinter buildings. Thus I don't actually need the answers yet, so there's no rush.

Modifié par Gisle Aune, 14 décembre 2010 - 05:19 .


#2
-Semper-

-Semper-
  • Members
  • 2 259 messages
in 3dsmax/gmax those models are tiny. bioware used their own custom untis, therefore you can't compare this to a metric system. maybe they are in a millimeter size. anyway i would point you to gmax. it's freeware and with eshme's tools there are no problems with exporting to bring your models into da:o.

Modifié par -Semper-, 10 décembre 2010 - 11:08 .


#3
0x30A88

0x30A88
  • Members
  • 1 081 messages
Is there a way I can learn to use GMAX? Most of those programs are very overwhelming and cause a lot of ragequits.

#4
DarthParametric

DarthParametric
  • Members
  • 1 412 messages
They don't use "custom" sizes, it's just by default that Max/GMax use the archaic Imperial system which screws things up. If you want to check that SketchUp imports models at the correct scale, just convert a DA model of some known height to an OBJ using tazpn's tool and import it into SketchUp. An obvious example would be a Human male, which should be around the 1.8m tall mark. If it's radically bigger or smaller you know something is awry.



There is no reason to abandon SketchUp if you are already familiar with it. You'll only need to use GMax (or Blender) for the final game model export. To want extend depends on the sort of models you are dealing with.

#5
0x30A88

0x30A88
  • Members
  • 1 081 messages
I plan on using .objs while making them, vecause it's easy to UV map and so on. And perhaps gave GMAX convert them to the format DA's tools.

#6
DarthParametric

DarthParametric
  • Members
  • 1 412 messages
For info on how to import OBJs into GMax, see this post.



My fellow Reduxarian, mikemike37, made this video tutorial which covers the basics of how to set up and export models from Max using Eshme's DA import/export script. It applies equally to GMax as the interface and basic functionality between the two hasn't changed much. The only difference is that you need to use the Listener window grabber, which is detailed in Eshme's instruction manual.

#7
alschemid

alschemid
  • Members
  • 477 messages
If you import a model in Blender using the DragonBlender script it imports also a reference scale where it shows how much blender units corresponds to 1 meter. Like this:

Image IPB

You could compare this with what you get in Sketch up.

Modifié par alschemid, 11 décembre 2010 - 01:00 .


#8
0x30A88

0x30A88
  • Members
  • 1 081 messages
I think I'll get into GMAX, because the 3DS max didn't look so hard after all, and it seems the DAToolset stole their movement arrow-thingy there from.

EDIT: GMax is horrible! just horrible! The UI is complicated and uncomprehensive, and to add to that it blinks in white everytime I do something to one of thse 4 views. The dropdown menu is horrible to read (red on darker red) and 3DS max just looks so much easier and user friendly than this.

But does 3DS Max really cost 3000$?! O_O

Modifié par Gisle Aune, 11 décembre 2010 - 11:49 .


#9
0x30A88

0x30A88
  • Members
  • 1 081 messages
I tried 3DS max and created a model, which following the video tutorial, should turn out to be 2m x 1m x 1m. I exported it and it turned out 100 times as big.

#10
DarthParametric

DarthParametric
  • Members
  • 1 412 messages
Presumably because you left it at its default settings and didn't change the units to metres. You need to change it in two places. Refer to this for more info.

#11
0x30A88

0x30A88
  • Members
  • 1 081 messages

DarthParametric wrote...

Presumably because you left it at its default settings and didn't change the units to metres. You need to change it in two places. Refer to this for more info.

I changed it in both places, as the tutorial said. I think I have found it now, in the tutorial, just above the export button, it says he uses 100x world scale, I use 1, that might be why my model is 100 times bigger than what I want ****** to be.

That article thinks I am stupid. I know what the metric system is, as I live in Norway, a country in Europe. That insane writer thinks it's common knowledge that everyone that knows what a centimeter is, knows how to set it up in MAX.

Let me see when I redo my model, as I f***ed up my old one by trying to scale it.

EDIT: Turns out that solved the issue, is in the right size now.
EDIT2: Lightmap works, but it doesn't cast shadow.
EDIT3: Casts shadow now.

How do i scale a model without ruining it? Like 2x, is there a scale tool that allow me to scale it according to a percentage or number?

Modifié par Gisle Aune, 13 décembre 2010 - 05:51 .


#12
DarthParametric

DarthParametric
  • Members
  • 1 412 messages
Eshme's world scale setting should just be for ease of use - it should auto-scale the game model back to 1x on export.



As far as scaling an object by some precise factor in Max/GMax goes, I'm unsure. I know it is easily doable in other apps. I seem to recall Eshme posting a string you could dump in the Listener window that would do it though.

#13
alschemid

alschemid
  • Members
  • 477 messages
There is a "Scale" button on the top header - it is a black square with a red one, it has three modes if you click in the small black arrow: uniform, non-uniform and squash. When it is activated and it is non-uniform you can enter the x, y and z values (it is in the bottom of the screen) to scale in each axis.

#14
0x30A88

0x30A88
  • Members
  • 1 081 messages
Image IPB
This one greets me once I try to export my scaled model, only using uniform scale. It has been exported before. How can I solve that problem?

Modifié par Gisle Aune, 13 décembre 2010 - 07:59 .


#15
alschemid

alschemid
  • Members
  • 477 messages
In the right rollout menu there is a hammer button, when clicking on it will appear a few buttons in the rollout, one of them is "Reset Xform"

#16
0x30A88

0x30A88
  • Members
  • 1 081 messages
Thank you - it worked.

EDIT: Marking this as solved as there's no more problems. Sadly 3DS max costs 3000-4000$, because I will need this way longer than 30 days...nice that I am building a computer, maybe I can get ti on that one once this trial expires, so I get 30 more days of awesome usabillity. I won't buy it, because it has gone ape**** (crashing) on me several times now.

Modifié par Gisle Aune, 14 décembre 2010 - 05:22 .


#17
TimelordDC

TimelordDC
  • Members
  • 923 messages

DarthParametric wrote...

Eshme's world scale setting should just be for ease of use - it should auto-scale the game model back to 1x on export.

As far as scaling an object by some precise factor in Max/GMax goes, I'm unsure. I know it is easily doable in other apps. I seem to recall Eshme posting a string you could dump in the Listener window that would do it though.


I know the topic's marked as Solved but still...
The DAOTools.WorldScale parameter you set in the Listener scales the model on export. If you want to retain the same size, don't change it between import and export. Setting a higher value while exporting (eg: while importing, it is 100 and while exporting, you set it to 150) will scale it down and lower value will scale it up.

#18
0x30A88

0x30A88
  • Members
  • 1 081 messages
I am not intending to change it. When set on 100, 1 meter in 3DS max is 1 meter in the game.