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#26
OldTimeRadio

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Raven, Space_Marine_X.x is what you load into Biturn before attempting to convert it, correct?

#27
Raven_Xantrice

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Yes, correct. But have another idea, will convert it into .obj and then import, maybe this will work!

#28
OldTimeRadio

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Raven_Xantrice wrote...

Yes, correct. But have another idea, will convert it into .obj and then import, maybe this will work!

Give it a try!  Remember, all this work is not to export a model from GMax into Neverwinter Nights.  That's the easy part.  All we're doing here is finding the easiest way to get a model from .X format (DirectX Model Format) into GMax...for free.  So I've got Biturn open and I'm going to be experimenting to see what we can do about that.  It looks like when Biturn is exporting the 3DS, it's not exporting all the geometry for some reason- or GMax isn't importing it.  But when Biturn exports that model to 3DS, I'm noticing that the file size is noticably smaller than I think it should be.  Anyway, let's both try a couple of different ways and see what we come up with.

:D

Modifié par OldTimeRadio, 29 août 2011 - 06:18 .


#29
Raven_Xantrice

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Ha! I've it! Get it as .obj and not as .3ds file and its complete! So, now I don't know how to work with textures! :D
Find this ,too. But don't have Autodesk 3ds max 8... that's very old! ouufff..^^

#30
OldTimeRadio

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Raven_Xantrice wrote...
Ha! I've it! Get it as .obj and not as .3ds file and its complete! So, now I don't know how to work with textures! :D
Find this ,too. But don't have Autodesk 3ds max 8... that's very old! ouufff..^^

Ok, let's see if you have UVW coordinates (they indicate where the textures are placed on the model).  Select some part of your model, like the chest of the soldier, then go over to the Modifiers tab and put an Unwrap UVW modifier on the selected geometry.  Then press the Edit...button.  Like this- I'm using a teapot as an example.  After hitting the Edit... button I should see UVW lines, like this.

If you DO have lines like that, just go into the directory where you have your textures, figure out which one is probably for that part and then just drag and drop it onto the model itself, in GMAX.  From this point on, though, we're dealing with basic GMax stuff so you should do a little reading on how to use GMax if you're unfamiliar with using it.

For lurkers who might be "following along", here are the "Essential Skill" movies for 3ds Max 2010. While some things don't necessarily apply, like the material editor (which is MUCH more simplified in GMax), if you're actually trying to learn GMax, those videos will do the best job to help you figure out what to do and how to use the interface. It's like an awesome little no-frills crash course in using GMax as long as you skip what doesn't appear to be present in GMax as you follow along.

Modifié par OldTimeRadio, 29 août 2011 - 06:43 .


#31
Raven_Xantrice

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Okay have do this and see, there is it: Posted Image have the texture but don't know how to pull this guy on!^^ Have watch some videos of youtube, but I think I have to find in gmax/3dsmax before I can go one!

#32
Bannor Bloodfist

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Raven_Xantrice wrote...

Ha! I've it! Get it as .obj and not as .3ds file and its complete! So, now I don't know how to work with textures! :D
Find this ,too. But don't have Autodesk 3ds max 8... that's very old! ouufff..^^


Likely those scripts would work with later versions of 3dsmax as well.  95% of older scripts continue to work in later versions.  Those that don't will only require minor changes to get them working in the very latest version of 3ds regardless.  Many will also work in Gmax, but may again require a bit of editing.  Some functions that may be called in various scripts do NOT exist in Gmax, but no since in not at least attempting.

I don't have any source files from Warhammer, so no way for me to test them for you though.

As OldTimeRadio mentioned, you will have to learn a bit on how to use Gmax, and perform general modding. 

It can be frustrating learning how a new program functions etc, but in the long run, learning how to edit models in gmax or 3dsmax will bring you lots of insight on how much fun it can be when creating your OWN custom content as well.

Good luck with your project:wizard:

#33
OldTimeRadio

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Very promising- maybe try dragging the texture space_marine_unit_default.tga onto the model and see if it magically appears textured?  You can literally just drag it from whatever directory you have the texture stored in directly onto the model in the GMax window.

#34
Rolo Kipp

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<waves...>

OldTimeRadio wrote...

For lurkers who might be "following along", here are the "Essential Skill" movies for 3ds Max 2010.  


<...grins and fades>

#35
Raven_Xantrice

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No! :D That don't work try to rotate this texture since 10 minutes! ^^

So who want to try here the working .3ds File with the orginal textures without army colors, think perfect for NWN! But WITH helmet... don't get it off!^^
Download via rapidshare

#36
Raven_Xantrice

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Please delete, sorry for doubleposting!

Modifié par Raven_Xantrice, 29 août 2011 - 07:24 .


#37
OldTimeRadio

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Looks like the GMax import script might be missing the UV textures or something like that- seems to import them all as one object.  Maybe Biturn is exporting them like that, I'm not sure.  Like I said, there's a bunch of diffierent ways to move a model from one place to another and every method has their strengths and weaknesses.

The best way to do these sorts of conversions isn't usually using a model converting program like Biturn.  Usually the best way is to use whatever the modders for that game use (which is usually a 3D program) and then import and export from there.  In this case, they're probably using Blender and after getting it installed a few days ago, I'm really impressed what what I see.  Thriving community to help out, lots of active development, the ability to render and a fairly large number of plugins to allow importing and exporting of various formats.  Heck, I'm pretty sure it even allows you to paint textures onto the model in the 3D viewport.  That's pretty sweet when it comes for free.  GMax can natively import .DXF format so, theoretically a workflow that goes .X -> Blender -> .DXF -> GMax -> NWN is possible.  I haven't tried it though, probably going to be a while before I'm proficient enough to do so.  But always keep exploring the different options until you're happy with the outcome.

#38
Raven_Xantrice

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The orginal format of the model was whm and the animation file named whe don't know which program support these! :)

#39
OldTimeRadio

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Did you use Mudflaps' WHM to X converter tools?

#40
Raven_Xantrice

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Yes, I do. ;)

#41
OldTimeRadio

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I didn't like how Biturn was handling the model.  If you noticed it printed red error lines in the log window at the bottom of the screen on both import and most exports.  So I changed the workflow.  BTW, I'm not saying there was anything wrong with Biturn, just that I got suspicious of its performance and switched to something else so I didn't have to worry about that factor.

DoW models -> WHM to .X -> .X to .OBJ -> .OBJ to .3DS = GMax loads .3DS natively

For some reason I decided to be a sticker about finding a final file format that GMax would load natively and using only 100% free software, not even shareware.  If you don't mind using shareware with a trial period or plopping down $50, this sort of thing becomes quite a bit easier and the results are generally better.  Oh, and I'm sure there are 19 other ways and programs to achieve the same outcome.

Anyway, the steps:
1.Mudflaps WHM to X
2.Open resulting file in notepad, save
3.Take the texture, flip once vertically, re-save (use GIMP or PS to save as 32-bit if there's alpha)
-also save a copy as PNG
4.In Lithunwrap, open .X file
-Warning may appear asking if you want to rescale out of range UV's.  I hit Cancel. YMMV
-You'll see the UV's, click the folder icon above them and open your flipped texture.  Will look like this
-Click menu item Preview -> Show Model to make sure everything looks as it should
-Click menu item File -> Model -> Save and save as .OBJ
5. In MeshLab, load .OBJ
-Click Filters -> Texture -> Set Texture and add PNG texture name and resolution (it assumes square)
-Make sure the PNG texture is in the same folder as the .OBJ
-You won't see the texture
-Save As... to .3DS format
6.In GMax, load the .3DS model
-Drag the .TGA texture onto the model in the GMax window
Posted Image

#42
Raven_Xantrice

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One word great! :) How do you find out? I try so much! :D I will try this way too!

Okay have try! And see (the texture is for Blood Ravens, because of this it is red - only a try). Looks okay I think, now I will try to make them as NWN File... but for this I have to learn more about that for now!

Have a Look!

Modifié par Raven_Xantrice, 30 août 2011 - 01:09 .


#43
WebShaman

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This is an AWESOME journey, and tut, folks! Please, keep posting!

#44
OldTimeRadio

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I applaud your perserverance, Raven- and the pic looks awesome!

How do you find out? I try so much!

It comes from my research into what I had to do to move a model from Google 3D Warehouse into NWN.  I have a lot of experience in programs that convert models because I had to go through just about every one of them to learn how to do that- using Google 3D Warehouse's Collada versions of their models, which they usually also provide for download with their proprietary .skp format.  Max 2011 makes that much easier because it imports .skp (Google Sketchup model format) natively, but all that information is still stuck in my head and so it's almost a trivia game for me to figure out what series of programs and formats are required to move a model from here to there

#45
Raven_Xantrice

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Thank you, but now I'm on a point where I don't understand everything :D Thats quite very difficult to understand which to make them to an NWN robe or armor. Think robe is quite easier because you can delete the helmet (make an extra helmet model) and delete the hands and make gloves (make them extra too). But the robe model needs a lot more than just the model I see now! :D the skeleton and so one. For now I don't understand how to make!

#46
Ork_horC

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WebShaman wrote...

This is an AWESOME journey, and tut, folks! Please, keep posting!


Here here! I'm very impressed with the progress and consistency here. A big kudos goes out to OTR and Raven for their hard work thus far~

#47
Raven_Xantrice

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Thanks but now I'm on a point with a lot of misst, can't see anything try this time to have a look on tutorials and videotutorials to understand and to imitate that! But I think thats a long way because only the helmet is to difficult to transfer to Neverwinter Nights! I wish it will be easier!

First try to make something with gmax... haha what it is? A Warhammer (twohanded^^)
Posted Image

Modifié par Raven_Xantrice, 31 août 2011 - 11:08 .


#48
WebShaman

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Do NOT give up! Yes, the curve now is probably getting steeper - you have figured out how to get a model to the NWN format, now you have to do the "meat" of the work ahead : making it into something usable ingame!

As OTR has said, you need to "chop up" the model into the parts that NWN understands (if going the armor route, which is what I would also suggest). So what you will need are the necessary tools to do that, and you will need helping tools that will make your job much easier. The NWArmory is superb for helping you with all the parts, once you have them. And, of course, the NWN Lexicon is a MUST! It will show you what parts you need, and how to go about dealing with the naming, etc! in an easy to follow tut.

When I think that the pioneers of NWN custom content trod this path without all this information, tools, etc...wow.

#49
Raven_Xantrice

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Yes looking during all the day for helpers and information, my problem is: I be able to write/speak and understand (read) english, but often not so well as I understand the difficult tutorials for gmax or NWN.. :( sads thick, maybe I have to learn more english before! :D

#50
WebShaman

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Working in a secondary language is, of course, an obstacle (I realize this - I have to do it in German). However, with time, it becomes much easier.

Please keep us posted, and try to give us some step-by-step feedback here. It is turning into a really nice tut!