Tools for Modelling & Importing in DX

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Tools for Modelling & Importing in DX

Postby clyzm » Thu Jul 20, 06 10:08 pm

Overview

Ok, since I keep getting a bunch of questions asking me how to do this or how to do that, I guess I'll start with the basics of everything. This should help you get started with modelling :D

Modelling Programs

There's a bunch of modelling programs nowadays, but there's only a few for the low-poly world of DX. As far as I know, there's only two out there are good enough for DX.

Milkshape 3D
Possibly the most easiest, also one of the most successful modelling programs. Milkshape 3D is a low poly modeller and animator, and offers a wide range of export/import functions for almost any game. However, I would not recommend this to modellers who want awe-precision and careful tuning, as Milkshape doesn't focus on those things. However, with the right time and precision, you can make a 1500 poly model and import it successfully :D

Trials & Downloads for Milkshape 3D

Milkshape 3D fetches around $25.

3D Studio MAX
This is one of the more complicated modelling programs, but one of the best. You can model, skin, import, export, do almost anything in this baby. Although it's not as easy as Milkshape, it's very powerful and models things Milkshape takes a lot of time to make with ease. Of course, like I said, it's amazingly hard to learn 3DS -- but once you have, you can model nearly anything with extreme ease. It works as a high-poly modeller and animator, so watch your polys.

Autodesk 3DS Max 8 Home Page

3DS Max fetches at around $600.

Modelling Tools
Modelling tools are small tools used for importing & modelling for DX. These can range in many things, from powerful exporters to small time special effect makers. Here are some modelling tools that you should familiarize yourself with.

3D Studio MAX to Deus Ex Converter
I'd say this is definitely the most preferred method of exporting models to DX by 3D Studio MAX users. This exports your regular .MAX and makes the necessary preparations to import the models into DX. Of course, you'll have to touch up on your coding skills by importing as it does not do some things correctly like animation frames, textures etc.

Download 3ds2de converter

Unreal .3D to Deus Ex Converter
Although this is a basic tool for exporting, it doesn't come out right most of the time and usually deletes some polygons. It does the same thing 3ds2de does, but it is used for Milkshape or any other modelling tool that can generate .3d. You might find it extremely frustrating the first time you import models.

Download Unr2de converter

Tack's Deus Ex Mesh Extractor
This is a handy tool for modellers that want to learn how the DX guys did it. It extracts meshes from .u files to .ms3d, optional texture extraction as well. It is generally useful if you dont want to remodel a hand for every weapon you import into DX, or remodel a muzzle flash etc.

Download Tack's Deus Ex Mesh Extractor

UnrealFX
Although not extremely useful, this program makes special effects for _d files in modelling. For example, muzzle flashes, character weapon triangles etc. I use it mainly for weapon modelling.

See attached file

Milkshape .MS3D to Deus Ex Converter
This is a really nifty tool -- I'd say it works a lot better than unr2de converter. All you need to do is put the .dll in your Milkshape folder, and you're in business. This generally exports your models. You don't need to do complicated functions like in unr2de, all you need to do is just click File >> Export >> Deus Ex .3d in MS3D, and it exports for you. Of course, you need to do the animation and fix up the textures too, if you have any.

See attached file
Attachments
UnrealFX.zip
UnrealFX - special effects for models program.
(95.59 KiB) Downloaded 253 times
Milkshape2DeusEx.zip
MS3D2DE - A nifty tool for exporting deus ex models straight out of MS3D, no strings attached. Just put the .dll in your Milkshape folder.
(35.28 KiB) Downloaded 315 times
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Postby Allan » Thu Jul 20, 06 10:21 pm

Good job on the colation of this Cata, very useful =D
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Postby clyzm » Thu Jul 20, 06 10:49 pm

Thanks.

I've been receiving many PMs on modelling, so I hope this'll help :D
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Postby Allan » Sat Jul 22, 06 9:40 pm

I just tried UnrealFX, and it doesn't seem to be a huge fan of models converted to DX format... All it spits out is a random blob of polys =(
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Postby MainMan » Sat Jul 22, 06 9:52 pm

Deus Ex Extractor - http://deusexextractor.at.tut.by/index.html
Exports everything successfully (including models.)

Off-topic: it also extracts and rebuilds the .con files :O
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Using 3dstudioMax 9 An 3ds2de... TEXTURING A model?

Postby thinkr » Fri Nov 24, 06 12:41 am

Hi my names _Nick_, after going through Hell with very vague directions to getting there, I've finnally sucessfully imported a mesh into Dx :) Using 3dstudioMax 9 An 3ds2de...
after doing so i got a working model. Now to texture it...
As the first model i used was very basic, I just used the multiskin variable in the properties for the mesh in DX, to see what the form of the model looked like in the editor. I'm rdy now to take the next step. My friend Ninja has created a simple model of a little table with a simple plane in the center that I would like to import and texture INTO Dx. The table will be one simple flat texture, an the plane in center of the table I would like to just set to Translucent. Any chance of a tut on which method to use for texturing?. Should I use Bitmap? convert it to 256x256 an convert to a *.pcx file? I've learned that I must name the Material Translucent so that when I import it will have that effect on it.... but i'm confused.

Here is the model my buddy Ninja made that I am using: BELOW
I just want one texture for the table an I dont care if its the same texture for the glass just as it will be set to translucent... I think i mainly need help understanding the *.uc stuff an which method for setting the effects..

I have read http://tack.planetdeusex.gamespy.com/3d ... odels.html
I have read this section on Texture Mapping, an Fixing Texture maps...
I have been able to apply a texture map to my model the correct way I just need to know how i am supposed to set 2 textures to 1 model?....
or how to set 1 texture part to a part of the model an a secnd part of the same texture to a different part of the same model... hope thats easy to understand...
Also After trying I realised no matter what i did I couldn't import a model with 2 seperate objects... example: table object an translucent plane object... the 3ds2de tool would give me errors... like

THE PROBLEM IS:
The material_readme.txt that is packaged with the 3ds2de tool is confusing...
it states... at the bottom a section this:

====================================================
Material Readme Thingamabob
++++++++++++++++++++++++++++++++++++++++++
To set the skin material, use the "SKIN" name, but for effects,
it's somewhat different.

For each different effect for your material, here is the list
of different effect characters:
------------------------------------------
T = Translucent
W = Weapon
U = Unlit
F = Flat
E = Environment Mapped
D = Double Sided (This is the equivelant of TWOSIDEDNORM.
to use TWOSIDED, combine this with T)
------------------------------------------
example jib wants to make a material that's translucent,
flat, and two-sided (equivelant of TWOSIDED and FLAT combined).
That materials name would be "MyMaterialName.tfd". The order doesn't
matter. Case doesn't matter. Just as long as the material has that
sort of extension and effect characters, it will use those specified
effects.

I just sort of added these changes in 5 minutes without really
thinking too much about it so if you need further detailed changes or
if I messed something up, let me know. JIB
==============================================================

Is he talking about this naming convention supposed to be used in the *.uc file, OR is he talking about naming file name of the texture or NAMING the Material in 3dsMax?....
God Hes Confusing...
Plz help? My last resort would be if You could go through the steps an share with me the *.uc file u used to make it work? FYI i have already set the plane in the center to a standard Material with the name Translucent an the Opacity 50%. Thats all I set.

My *.UC file looked like this for a single object just the table trying to set it to translucent
without the plane an material for it named TRANSLUCENT an set to 50%opacity is this correct?
//=============================================================================
// tablemodel.
//=============================================================================
class tablemodel extends DeusExDecoration;

#exec MESH IMPORT MESH=tablemodel ANIVFILE=MODELS\tablemodel_a.3d DATAFILE=MODELS\tablemodel_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=tablemodel X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=tablemodel SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=tablemodel SEQ=glasstable STARTFRAME=0 NUMFRAMES=1

#exec TEXTURE IMPORT NAME=Jtablemodel1 FILE=MODELS\purple.pcx GROUP=Skins // TRANSLUCENT

#exec MESHMAP NEW MESHMAP=tablemodel MESH=tablemodel
#exec MESHMAP SCALE MESHMAP=tablemodel X=0.00390625 Y=0.00390625 Z=0.00390625

#exec MESHMAP SETTEXTURE MESHMAP=tablemodel NUM=1 TEXTURE=Jtablemodel1

defaultproperties
{
DrawType=DT_Mesh
Mesh=tablemodel
}
Attachments
Glasstable.gif
pic of it
Glasstable.gif (7.69 KiB) Viewed 6876 times
glasstable.zip
(17.43 KiB) Downloaded 254 times
Last edited by thinkr on Fri Nov 24, 06 2:12 am, edited 3 times in total.
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Postby clyzm » Fri Nov 24, 06 1:21 am

Summarize your problem, as you kinda lost me after the second sentence. :?
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Questions

Postby thinkr » Fri Nov 24, 06 2:17 am

lol yeah sorry its hard to convey all the steps i've taken at once...:) I guess the 3 main questions I have are:

1:
Where do I used this naming convention "MyMaterialName.tfd"
listed in the Material_readme.txt of the [url="http://www.edgefiles.com/files/20490.html"]3ds2de.zip[/url]

2:
I get an error when converting an model that has 2 objects.
Example: object Table ; object Plane = table.3DS
Error: glasstable.3DS: # map coords != # vertices read
Should I be only making models as a single Object?
Object is intended to be a dxdecoration...

3:
@ http://tack.planetdeusex.gamespy.com/3d ... odels.html
Under Texture Mapping section:
Tacks Says:
"3DS Max V2 allows you to map part of a material to your geometry; using this feature lets you squeeze many smaller texture maps together into one big bitmap."

A: Have You attempted to do this yet?
B: Do you have any info that might help?
C: Can you spare any details on how to do this?
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Postby clyzm » Fri Nov 24, 06 2:49 am

1. I don't use 3ds2de that often, so I can't help you out.
2. Yeah, single-object meshes are better.
3a - No.
3b - Sorry, can't help ya.
3c - Not really. Ask this on www.deusexediting.com forums.
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Found my answer Created a Tut for all :idea:

Postby thinkr » Sun Nov 26, 06 7:06 pm

Here ya go guys:) hope this helps... I'll probably add more details later about how to UV Unwrap a texture around your mesh:) Its aimed for total beginners to expert... obviously if u were already an expert you wouldn't need anyones help but just for extra help its kinda a tedius process... lots of windows open at the same time Good luck!

Link and or File below hope this helps
http://www.dxediting.com/forums/showthread.php?t=2540
Attachments
How to Tutorial Creating your own custom meshs for Dx.txt
(8.74 KiB) Downloaded 309 times
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