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Age of Empires III Heaven » Forums » Modding Discussions » Tutorial : How to add a new model?

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Topic Subject:

Tutorial : How to add a new model?

 

 

http://www.gravatar.com/avatar/4d4360a4071c6df0c75f8d7ed4c7b071?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngYomgui 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-18-11 09:48 AM EDT (US)         


How to add a new attachment to Age of Empires III

- Tutorial by Yomgui -

Yes, you read correctly, today we are going to learn how to add a granny file to Age of Empires III. 

Here is screen of what you will get eventually :

[PNG, (540.30 KB)]

Yes, I know, a cylinder hat has strictly nothing to do in AoE but this is merely an example. (This one is not perfectly adjusted, it can be corrected though, do not worry).

I. What do we need?

Compulsory tools :
- Age of Empires III (of course) (the version does not matter)
- 3DS Max 7 
- Expotron plugin 
- Nwn2 plugin
- AoE3Ed (http://games.build-a.com/aoe3/files/AoE3Ed.exe)

You might also need :
- Granny viewer (always useful)
- BRF edit (quick way to modify .obj files)

You can find everything you need at this address :
http://www.ne.elpea.net/downloads/AoEIII_3dset.rar

It contains everything except, obviously, AoE and 3DS max.

I will show, in this tutorial, how to modify a 3d model and how to convert it into a .gr2 file accepted by the game engine. I will therefore take .obj files as a basis of my work (it should work for any other kind of 3d files, but I haven't tested it yet, so you'd better stick to .obj files)
Note also that I am speaking here of importing attachments, not whole units or buildings (even if the latter is possible and the first one way more complicated for the moment since it will not have animations).

You'll also need some basic skills in 3d editing, and with 3DS Max. I am not a 3d artist at all and learn how to do it alone for the purpose of aoe3 modding. Consider therefore that it is not difficult to do.

II. Choosing and preparing the model

For the sake of this tutorial, I will use a cylinder hat model in a .obj format. You can find a lot of good .obj models in some mods for Mount&Blade. However, ask their creators before using the models, even if modders from this game release their material open source.


1) Rotating the model.



First of all, we need to rotate the model in order for it to be correctly positionned in Aoe3 (Indeed, aoe3 uses peculiar orientation properties).
-> Open BRFedit
-> Click Import, then Static Mesh and choose your .obj file.

http://s2.noelshack.com/uploads/images/10423700715681_impr.png

You should obtain that :

http://s2.noelshack.com/uploads/images/11884951346004_brf1.png

-> Click right on your mesh and select roto-translate-rescale :

http://s2.noelshack.com/uploads/images/13195695908439_roto1.png

-> For a hat, if you want to have the proper orientation ingame you should modify to obtain this : 

http://s2.noelshack.com/uploads/images/14880529048275_roto.png

However, this is for hat coming from M&B, maybe it'll be different from models from elsewhere. You'll have to test it ingame and adjust carefuly. It is just that BRF edit is a fast way to modify .obj. But you can use anything program you want. (If you do this directly in 3DS Max, it won't work for some odd reason).

-> This done, click right on you mesh's name and select export static mesh. Save your file.

http://s2.noelshack.com/uploads/images/7647776875827_export2.png

When you'll close the application, you'll be able to save a .brf to keep the .obj in it, with proper orientation. This is up to you.


2) Preparing the texture.



Beware, this part is really important. I assume that you have a texture with your model (if not, create and apply one but that's advanced 3d skills and it is not up to me to teach you that)

-> Get your texture, it should be (if from M&B) in .dds format. 
-> Anyway, convert it to .tga with gimp photoshop or even XnView
-> Resize it to 128x128 pixels (if you don't, the texture will be distorted in game and you don't want that.)

-> When this is done, open AoEIII art directory and create a folder. Call it 3d_models for instance. 
-> In it, create a folder that you will call relevantly. Mine is called cylinder_hat (as a general rule, avoid spaces if you can and replace them by underscore).
-> In this folder, you'll have to place your texture. (Again I strongly advise you to call it relevantly, cylinder_hat.tga for example)
-> Create a copy of that .tga file that you will name your_file.(0,1,8,5).tga (your_file is a placeholder, don't play the moron)
-> Convert this your_file.(0,1,8,5).tga using AoE3Ed convert tool.
-> At that step, you should have three files in your folder : a .tga, an extended .tga and a .ddt. Delete the (0,1,8,5), it is not useful anymore.

III. Convert the model into a granny file


1) Importing the model into 3DS.



-> Open 3DS Max 7 (do not forget to install the required plugins before)
-> Import the .obj into 3DS (be sure to select file/import, then select file format .obj, Wavefront Object format)
-> Click OK twice and you should get that :

http://s2.noelshack.com/uploads/images/9195825545478_window.png


2) Applying the texture.



-> Click on this icon :

http://s2.noelshack.com/uploads/images/8171155002780_balls.png

-> A window will appear, click on the Maps tab below :

http://s2.noelshack.com/uploads/images/17442861679386_maps.png

-> Click on the None frame beside Diffuse Color
-> Another window will open, select Bitmap
-> You have to select your texture. Browse until you arrive into your folder your_file into the art directory of AoE. Select the tga file. BEWARE: Be sure to select the tga file without (0,1,8,5) in case you did not delete this one as I said earlier. I you do not do so, your model will not have any texture ingame.
-> This done, one of the balls should have taken the texture. Drag and drop this ball on your mesh. This one should change color (without having the texture though) If you want to be sure, click on the teapot on the right of the app : 

http://s2.noelshack.com/uploads/images/10351224754002_tea.png


3) Rescaling the model.



Aoe 3 uses a specific units of measure. However, and I tried, if ou give this one to exported gr2 models, it does not work. We therefore have to rescale manually the model so it has a good size in game (It means that you'll have to try two to six times to find the correct size ingame. I know, it is experimental).

-> On the perspective window, click right on your mesh and select scale :

http://s2.noelshack.com/uploads/images/12261357031671_scale.png

-> Make your mesh way bigger (usually, for a .obj imported hat, it is between two and three squares large. Refer to the screenshot)

http://s2.noelshack.com/uploads/images/19377034642746_scale2.png


4) Exporting the model.



The next step is to make a proper gr2 file.
-> Save your 3DS Max project for further editions (and believe me, you'll need them)
-> Click file, export and, as on the screen, select gr2 : 

http://s2.noelshack.com/uploads/images/2362222614114_gr.png

-> Give a relevant name, choose desktop to save on and then click save.
-> A new window will open : 

http://s2.noelshack.com/uploads/images/9994953024738_animation.png

-> Click on animation, then untick "Include reference in export"
-> This done, click export.
-> You should have a granny file on your desktop now (or wherever you saved it) Double click on it to see if it went well.

IV. Making the Attachment appear ingame

-> For testing purposes, I advise you to create a new proto unit. Give it a new anim file.
-> Place your newly created gr2 file into your_file folder, beside your texture.
-> In the animfile of your unit, replace the model address of your attachment by yours. 
-> Below, when you attach on the unit's model, the bones does not matter. the from_bone, can be anything, it won't change anything. the to_bone can be the same as used before. Otherwise, use global bone names like HEAD, or SPINE.
-> Launch aoe3, launch editor, spawn your unit, it should have a brand new attachment. Then, if it is too large, too small, not well orientated, repeat earlier phases until the model matches what you want for it. 

Well, that's mostly it. Hats work perfectly, cloaks too. Haven't tested weapons yet but it should work alike.
For any questions, any problems, please send a private message to me (Yomgui) either on aoe3 heaven forums or ne.elpea one.

I would love to show some of the attachment realized, but they have to remain secret. Try and imagine...

Good luck

Author

Replies:

 

 

http://www.gravatar.com/avatar/b88f9157df0ce7ccffb48a17d32f2a91?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngNNTD 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-18-11 01:48 PM EDT (US)     1 / 28       


This is a very nice post.
Also the first english written one to see for me.

Thanks yomgui http://aoe3.heavengames.com/forums/smile.gif

 

 

http://www.gravatar.com/avatar/64c6d269a14509e1951bbd31de66a79c?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngMaffia 
AoE3H Seraph 
(id: fred_ernie)

http://aoe3.heavengames.com/forums/posticon.gif posted 02-18-11 02:08 PM EDT (US)     2 / 28       


Will newsie this, but before I do due to a few false starts can someone else verify this works, thanks.

Also here you mention modifying a model, doe this method allow for creation also?

And finally are all the programs needed (except AoE3) free?

Maffia


This month I have mostly been playing Dishonored Death of the Outsider and Darkest Dungeon
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Age of Empires 3 Heaven Seraph

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[This message hasn't been edited by fred_ernie (or Maffia) (not edited 12-29-2005 @ 09:57 AM).]

[This message has been edited by Maffia (edited 02-18-2011 @ 02:10 PM).]

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-18-11 02:18 PM EDT (US)     3 / 28       


Thanks for your interest Maffia. Tilanus Commodor, Tahattus and Peugeot407 may testify that my operations do work for they have seen other models I imported and Tilanus at least, tested them ingame. One thing that one might want to check is if the models work when aoe3 is not installed at the default directory.

All the programs listed are free except from AoE obviously and 3DS Max 7. Problem is that the plugins necessary to operate have not been released on free products yet (Blender for instance).

It is possible indeed to create the model itself if you know how to do it. Moreover, even if the method I explain here speaks about .obj, every 3D formats read by 3DS Max 7 are good to be used. (There might be a problem only with animations and bones, that's all.) But currently, the .obj format remains the easiest go.

I forgot the possibility of adding a bump texture in the tutorial. I'll correct that as soon as possible.

[This message has been edited by Yomgui (edited 02-18-2011 @ 02:27 PM).]

 

 

http://www.gravatar.com/avatar/5d32178e4d44e79192d35bdfd8c33915?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngpeugeot407 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-18-11 07:28 PM EDT (US)     4 / 28       


I have indeed seen screenshots of some rather peculiar hat attachments that certainly didn't ship with AoE3. Also, the whole operation seems highly plausible to me, even though I haven't actually tried it yet.

To anybody reading about 3DS Max here, I would just like to say 'Buy it, and if you don't have the money, don't bother. Downloading this program without a license is illegal' In fact, I don't care about how you got 3DS Max (or not, the latter being highly advicable), it's your funeral. Of course I know you're all going to illegally download it, just don't get the idea any member of the modding community would recommend any illegal activities, including petty ones like these.


peugeot407

PS: I think that sounded rather clever, actually. Or smart-arse. You choose.


|> Robert Faber (aka peugeot407)
|> Humble Creator of: Knights and BarbariansDanish Civ ModSeveral Tutorials and the Tutorial Database
|> November 2007 Modding Contest: 
2nd place (me: 360 pts, Captain_Soanso: 365 pts!)
|> January 2008 Modding Contest: 
first place!
When in doubt, flat out! (Colin McRae)

[This message has been edited by peugeot407 (edited 02-18-2011 @ 07:29 PM).]

 

 

http://www.gravatar.com/avatar/5d65a5f9ab270857e9b54ec17bf0310d?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngIMeMine 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-18-11 09:31 PM EDT (US)     5 / 28       


Will newsie this, but before I do due to a few false starts can someone else verify this works, thanks.

I don't doubt someone is getting this to work, but I'm not just yet. Of course, I haven't been able to edit an object file with BRF edit yet; it crashes every time I try to import so I've just been puttering around in 3DS Max.
He did say:

If you do this directly in 3DS Max, it won't work for some odd reason

Does this mean that importing it as an object is essential?

Downloading this program without a license is illegal

Agreed peugeot407. Don't forget, however, the power of free trials! Perfect if you just want a few things.
Speaking of 3DS Max free trials, mine expires in 9 days. Hope I get this working for myself soon!

 

 

http://www.gravatar.com/avatar/4d4360a4071c6df0c75f8d7ed4c7b071?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngYomgui 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-19-11 05:05 AM EDT (US)     6 / 28       


@IMeMine :

Some .obj cannot be read by brfedit indeed (especially those created when converting a .gr2, too bad no). But brf edit is not a compulsory step, I use this program because it is convenient with the models I already have. The thing is that you have to find a way in 3DS Max 7 to rotate the model according to its origin point (0,0,0) and not from the origin point of 3DS creation space. I must avow I did not succeed to find a way to do it in 3DS, but this is theorically doable.

 

 

http://www.gravatar.com/avatar/a91d5eee4be80b239889acd67edea083?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngLord Tahattus 
Supreme Emperor

http://aoe3.heavengames.com/forums/posticon.gif posted 02-19-11 10:00 AM EDT (US)     7 / 28       


I don't understand what exactly Yomgui meant when he cited me, but adding models is possible as I (and arcalion) managed to do it - I just gave up of it when I realized I couldn't do animations for the models I got.


� Lord Tahattus - Register yourselves at the WotTA forum!
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WotTA back to active!

 

 

http://www.gravatar.com/avatar/5d32178e4d44e79192d35bdfd8c33915?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngpeugeot407 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-19-11 11:22 AM EDT (US)     8 / 28       


Don't be defeatist, Tahattus... Only a few months ago we thought we'd never get new models in the game, and now we have. It might well be the same for animations.


peugeot407


|> Robert Faber (aka peugeot407)
|> Humble Creator of: Knights and BarbariansDanish Civ ModSeveral Tutorials and the Tutorial Database
|> November 2007 Modding Contest: 
2nd place (me: 360 pts, Captain_Soanso: 365 pts!)
|> January 2008 Modding Contest: 
first place!
When in doubt, flat out! (Colin McRae)

 

 

http://www.gravatar.com/avatar/802276ee8c7e2a59bc11f9e8ee392c10?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngBilboBeutlin 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-19-11 04:21 PM EDT (US)     9 / 28       


Only a few months ago we thought we'd never get new models in the game

It was already years ago, someone reported about successfully adding gr2 models from another game. However no textures, no animations could be carried over.
Though there was used the same granny engine as in AoE3, the gr2 structure itself was totally different. And that's what ES did: using a customized granny engine, adapted environment for own purposes.
And just there is the difficulty. One has to own the essential tools ES used:
- at least the RADgametools Granny 3D SDK (12,500 US$)
- Autodesk 3DSmax (3,500 US$) or another program which outputs files usable by the granny system
Nice prices to tinker around with a 30$ game. http://aoe3.heavengames.com/forums/tongue.gif 
Besides one has to know about the customization ES did. One has to be an experienced programmer - the granny SDK (source development kit) is beneath runtime-libraries mainly source code to embed in the own game engine.

and just a warning for people who download the above programs illegally:
The people offering cracked versions don't do it for charity. If it works at all, you'll get a whole bunch of intruders additionally: worms, viruses, etc.

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-20-11 09:24 AM EDT (US)     10 / 28       


I can assure you: this method works.

Here some corrections for the AoE3 Modding history log writers:
1. The_Assimilator was the first of us who imported a granny file WITHOUT texture successfully into the game 
2. arcalion and Tahattus were the first of us who got granny files from another game WITH textures into the game (scalable?)
3. HGJF was the first of us who got a 3d model - created by HIMSELF - successfully into the game, scalable and WITH texture (no bumpmap)
4. Yomgui was the first of us who got a 3d model (.obj format) - created by others - successfully into the game, scalable and with texture (afaic: sometimes with bumpmap?)


I'm sorry peugeot, but what you said about the possibility to get models into the game is just wrong. http://aoe3.heavengames.com/forums/biggrin.gif

@Tahattus - He cited you, cause I showed you a screenie of his work. (and afterwards I told him) http://aoe3.heavengames.com/forums/wink.gif


» The Ancient Age | Napoleonic Era «

» Modding is art! «

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-20-11 10:21 AM EDT (US)     11 / 28       


Correct me if I'm wrong .. but afaik Alexastor (aka Kastor, Xastor,..) was the first one who imported successfully a gr2 model from Stronghold? into AoE3. I don't remember the thread (unluckily didn't find about search), but was in early AoE3 discussion, assuming ~ 2006/7?

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 02-20-11 08:11 PM EDT (US)     12 / 28       


Could be, I haven't heard of that even though I'm a friend of him, but maybe I also just missed it. http://aoe3.heavengames.com/forums/wink.gif

Whatever! 

Here some proofs!

http://img9.imageshack.us/img9/1940/rottmeyster.jpg
[PNG, (862.00 KB)]
[PNG, (0.98 MB)]

You can also add bumpmaps. Rescaling is possible, model modifications too. I'll continuously work with Yomgui on the tutorial to improve it. Similar objects mostly require the same orientation, i.e. a hat requires other values for the X, Y and Z axis than a rifle does. I'll work out the configs for the most relevant stuff, weapons, hats, etc. 

[PNG, (174.01 KB)]
No, not a rocket launcher, just the wrong config. http://aoe3.heavengames.com/forums/cop.gif

[PNG, (448.70 KB)]
Peng! PENG! This rifle actually has a wrong texture. The alpha layer has to be blank, otherwise you cut into the model or .. just mess up the texture. ^^

As you can see the models are far more detailed than the textures. In that case you can just use models with less polygons or decrease the number of them if you know how to do it (I don't).


» The Ancient Age | Napoleonic Era «

» Modding is art! «

[This message has been edited by Tilanus Commodor (edited 02-20-2011 @ 08:33 PM).]

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 03-21-11 11:50 AM EDT (US)     13 / 28       


Is it possible to create units and animate them?

 

 

http://www.gravatar.com/avatar/5d32178e4d44e79192d35bdfd8c33915?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngpeugeot407 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 03-21-11 12:36 PM EDT (US)     14 / 28       


It may be at some point in the future, but nobody has figured it out yet, so for now the answer has to be 'no'.


peugeot407


|> Robert Faber (aka peugeot407)
|> Humble Creator of: Knights and BarbariansDanish Civ ModSeveral Tutorials and the Tutorial Database
|> November 2007 Modding Contest: 
2nd place (me: 360 pts, Captain_Soanso: 365 pts!)
|> January 2008 Modding Contest: 
first place!
When in doubt, flat out! (Colin McRae)

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 03-21-11 10:44 PM EDT (US)     15 / 28       


Ok, and is it possible to mess around with existing models? For example, Chakram's "bone_sword" attachment is just below the hand and not in it. So when I give him a Talwar it looks like its stuck to his fist. Can I edit that attachment point to be a little higher?
Also if I were to make his turban different would I be able to do that? (its all one model)


The Land of Five Rivers

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 03-22-11 07:23 PM EDT (US)     16 / 28       


I haven't tried it yet, but in view of the modding tools I think it's not possible to edit it since we're using a granny exporter and an importer http://aoe3.heavengames.com/forums/wink.gif

You better look for a way to turn it into an obj file and adjust it. That would be easier.


» The Ancient Age | Napoleonic Era «

» Modding is art! «

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 03-23-11 10:06 PM EDT (US)     17 / 28       


WOW, I can't even *view* the Chakram model in Granny viewer, let alone modify it.


The Land of Five Rivers

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 03-29-11 00:27 AM EDT (US)     18 / 28       


Hey 
1. is 3ds max 7 compatible for Windows Vista?

2. If your attachment is a sword, does it swing properly when you assign coordinates like that?


The Land of Five Rivers

[This message has been edited by Jang_Bahadur (edited 03-29-2011 @ 00:28 AM).]

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 04-02-11 02:58 PM EDT (US)     19 / 28       


Yes, a sword swings the correct way. As I still only work with Mount & Blade models, I can't tell you anything about the normal way to configure the model position. However, I have some values that work on all M&B models. 

3ds Max 7 should be compatible with Vista, but no guarantee on this, since Vista is a b!tch. http://aoe3.heavengames.com/forums/wink.gif


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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 04-11-11 11:26 PM EDT (US)     20 / 28       


I can't get textures to work. If I don't put textures in 3ds max 7 then they turn out white but I did and it shows up in 3ds max. But in AOE they appear black.

Help me out guys!


The Land of Five Rivers

[This message has been edited by Jang_Bahadur (edited 04-11-2011 @ 11:58 PM).]

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 04-14-11 12:53 PM EDT (US)     21 / 28       


How do you try to add the textures? 

Remember these should be targa files since the game only reads these (or the converted ddt-files). The Material Editor is the place to go, does the texture show up in 3ds Max if you render it?


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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 04-15-11 01:25 PM EDT (US)     22 / 28       


Ok here's what I do.
I make the model in Max 9 on Vista. Then export it as an OBJ. I bring it into BRF to orient it. Then take it to Virtual Xp, where I bring it into Max 7. 
In max 7, I open materials editor beside diffuse there is a square, I click on that. Double click on bitmap, click on my targa file (without the 0,1,8,5). The texture shows up in a ball. I drag it to the object in perspective, click on that cube thing to make it show. It shows. Now I export as GR2.

In my folders I have the GR2 model. I rename the targa to include (0,1,8,5) and convert to DDT. I place both in the same folder that I link to in the unit's XML.

When I open the game, the object is there and oriented properly but it's black.


The Land of Five Rivers

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 04-15-11 07:39 PM EDT (US)     23 / 28       


Well, somehow the models needs to know which texture parts it should "wear". There are surely different ways to do that, but I didn't do that cause I haven't needed it yet. The models I use had textures applied already.


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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 05-01-11 03:17 PM EDT (US)     24 / 28       


Anyone figure out how to get textures working?
I noticed that textures do not appear in BRF when I import my static mesh. It's a violet checkered pattern whereas the image above in the tutorial in BRF has a texture. BRF allows you to import a texture that is in DDS format. How do I convert my textures to DDS?


The Land of Five Rivers

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 05-02-11 06:53 AM EDT (US)     25 / 28       


Have you added a UVW Map in 3DS Max?


peugeot407


|> Robert Faber (aka peugeot407)
|> Humble Creator of: Knights and BarbariansDanish Civ ModSeveral Tutorials and the Tutorial Database
|> November 2007 Modding Contest: 
2nd place (me: 360 pts, Captain_Soanso: 365 pts!)
|> January 2008 Modding Contest: 
first place!
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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 05-09-11 04:09 PM EDT (US)     26 / 28       


Peugeot, I explained my process just a couple of posts up. I think that I have added UVW map as the textures show up in 3ds max but not in game.

Have you tried working from 3ds max and BRF only?


The Land of Five Rivers

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 06-16-11 01:19 AM EDT (US)     27 / 28       


i am tired of see those post about granny models, stupid things and "it is impossible" .... I BEAT the WHOLE granny file, I get the first imported model, i do my own model and exported into the game without any help and FINALLY i know how manage the direction, the rotation, scale, etc in granny files.... so, after research those things in 3DMAX and a hard work of three days, i finally get with a animation that WORKS!! ... but.... there is a little problem with that.... the animation doesnt work as i want, but i still looking how fixed it :P so, stay calm, i dont promise anything yet.....


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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif posted 06-16-11 02:42 AM EDT (US)     28 / 28       


Any news on getting models straight from 3ds max 7 to AOE with textures intact?


The Land of Five Rivers

 

Age of Empires III Heaven » Forums » Modding Discussions » Tutorial : How to add a new model?

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帝国时代III天堂 » 论坛 » Modding Discussions » 教程:如何添加新模型�

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主题主题�

教程:如何添加新模型�

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 美国东部时间上午02-18-11 09:48发布         


如何添加一个新的附件到帝国时代III

- Yomgui
教程 -

是的,你读得正确,今天我们将学习如何添加一个奶奶文件到帝国时代III

这是你最终得到的屏幕�[PNG,(540.30 KB)]是的,我知道,圆筒帽�AoE中严格无关,但这只是一个例子。(这个没有完美调整,但可以纠正,不要担心)�
I.我们需要什么?强制工具�- 帝国时代III(当然)(版本无关紧要)- 3DS Max 7- Expotron插件- Nwn2插件- AoE3Edhttp://games.build-a.com/aoe3/files/AoE3Ed� exe您可能还需要:















- Granny
查看器(总是很有用)
- BRF
编辑(快速修�.obj文件的方法)

你可以在这个地址找到你需要的一切:
http
//www.ne.elpea.net/downloads/AoEIII_3dset.rar

它包含除了,显然�AoE3DS最大�

我将在本教程中展示如何修�3d模型以及如何将其转换为游戏引擎接受的.gr2文件。因此,我将.obj文件作为我工作的基础(它应该适用于任何其他类型的3d文件,但我还没有测试过,所以你最好坚�.obj文件�
还请注意我是在这里谈到进口附件,而不是整个单元或建筑物(即使后者是可能的,并且由于它没有动画,因此目前的第一种方式更复杂)�

您还需�3D编辑�3DS Max的一些基本技能。我根本不是一�3D艺术家,并且为了aoe3 modding而学习如何单独完成它。因此,请考虑这并不困难�

II。选择和准备模�

为了本教程的目的,我将使�.obj格式的圆柱帽模型。你可以�MountBlade的一�mod中找到很多好�.obj模型。但是,在使用模型之前询问他们的创建者,即使此游戏中的模型发布了他们的材料开源�


1)旋转模型�



首先,我们需要旋转模型,以便�Aoe3中正确定位(事实上,aoe3使用特殊的方向属性)�
- > 
打开BRFedit 
- > 
单击Import,然后单�Static Mesh并选择.obj文件。您应该获得�- > 在网格上单击右键并选择roto-translate-rescale- > 对于帽子,如果您想要正确定位游戏名称,则应修改以获得此值:

http://s2.noelshack.com/uploads/images/10423700715681_impr.png



http://s2.noelshack.com/uploads/images/11884951346004_brf1.png



http://s2.noelshack.com/uploads/images/13195695908439_roto1.png



http://s2.noelshack.com/uploads/images/14880529048275_roto.png

然而,这是来自MB的帽子,也许它与其他地方的模特不同。你必须对它进行测试并谨慎调整。只�BRF编辑是修�.obj的快捷方式。但是你可以使用你想要的任何程序。(如果您直接在3DS Max中执行此操作,则由于某些奇怪的原因,它将无法工作)�

- > 
完成后,在网格名称上单击右键,然后选择导出静态网格物体。保存文件。当您关闭应用程序时,您将能够以正确的方向保�.brf以保�.obj。这取决于你�

http://s2.noelshack.com/uploads/images/7647776875827_export2.png




2)准备纹理�



请注意,这部分非常重要。我假设你的模型有一个纹理(如果没有,创建和应用一个但是那个高级的3D技能并且我不应该教你这个)

- > 
获取你的纹理,它应该是(如果来自MB .dds格式�
- > 
无论如何,将其转换为.tgagimp photoshop甚至XnView 
- >
将其调整�128x128像素(如果不这样,纹理将在游戏中失真,你不想要那样。)

- > 
当这是完成后,打开AoEIII艺术目录并创建一个文件夹。例如,将其称为3d_models
- > 
在其中,创建一个您将相关调用的文件夹。我的名字叫�cylinder_hat(作为一般规则,如果可以的话,请避开空格并用下划线替换它们)�
- >
在此文件夹中,您必须放置纹理。(我强烈建议你相关地调用它,例�cylinder_hat.tga
- > 
创建一个你将命名为your_file.tga文件的副本。(0,1,8,5.tgayour_file是一个占位符,不要玩白痴�
- > 
使用AoE3Ed转换工具转换这个your_file。(0,1,8,5.tga
- > 
在该步骤中,您的文件夹中应该有三个文件:.tga,扩展名.tga.ddt。删除(0,1,8,5),它不再有用了�

III。将模型转换�granny文件


1)将模型导入3DS



- > 
打开3DS Max 7(不要忘记先安装所需的插件)
- > 
.obj导入3DS(一定要选择文件/导入,然后选择文件格式.objWavefront Object格式�
- > 
单击OK两次你应该得到:

http://s2.noelshack.com/uploads/images/9195825545478_window.png


2)应用纹理�



- > 
单击此图标:- > 将出现一个窗口,单击下面的地图选项卡:- > 单击漫反射颜色旁边的无框- > 将打开另一个窗口,选择位图- > 您必须选择纹理。浏览,直到您到达文件夹your_fileAoEart目录。选择tga文件�当心:一定要选择无(0,1,8,5)的情况下,正如我刚才所说,你没有删除这一�TGA文件。我不这样做,你的模型将没有任何纹理游戏�- >

http://s2.noelshack.com/uploads/images/8171155002780_balls.png



http://s2.noelshack.com/uploads/images/17442861679386_maps.png




这样做,其中一个球应该采取纹理。将此球拖放到网格上。这个应该改变颜色(虽然没有纹理)如果你想确定,点击应用程序右侧的茶壶:

http://s2.noelshack.com/uploads/images/10351224754002_tea.png


3)重新缩放模型�



Aoe 3
使用特定的度量单位。但是,我试过,如果你把这个给出了导出的gr2模型,它就行不通了。因此,我们必须手动重新缩放模型,使其在游戏中具有良好的尺寸(这意味着您必须尝试两到六次才能找到正确尺寸的游戏。我知道,这是实验性的)�

- > 
在透视窗口中,在网格上单击右键并选择缩放�- > 使网格方式更大(通常,对�.obj导入的帽子,它在两到三个方格之间。请参阅屏幕截图�

http://s2.noelshack.com/uploads/images/12261357031671_scale.png



http://s2.noelshack.com/uploads/images/19377034642746_scale2.png


4)导出模型�



下一步是制作一个合适的gr2文件�
- > 
保存您的3DS Max项目以获得更多版本(并相信我,您将需要它们)
- > 
单击文件,导出,并在屏幕上选择gr2- > 提供相关名称,选择要保存的桌面和然后单�保存� - > 将打开一个新窗口�- > 单击动画,然后取消选中在导出中包含引用� - > 完成后,单击导出- > 你现在应该在你的桌面上有一个奶奶文件(或者你保存它的地方)双击它以查看它是否顺利�
IV。使附件显示� - > 为了测试目的,我建议您创建一个新的原型单元�

http://s2.noelshack.com/uploads/images/2362222614114_gr.png




http://s2.noelshack.com/uploads/images/9994953024738_animation.png








- > 
将新创建�gr2文件放在纹理旁边�your_file文件夹中�
- > 
在您单位的动画文件中,替换您的附件的型号地址�
- > 
下面,当你附加在单位的模型上时,骨头无关紧要�from_bone,可以是任何东西,它不会改变任何东西�to_bone可以与之前使用的相同。否则,使用HEADSPINE等全局骨骼名称�
- > 
启动aoe3,启动编辑器,生成你的单元,它应该有一个全新的附件。然后,如果它太大,太小,没有很好的方向,重复早期阶段,直到模型匹配你想要的�

嗯,这主要是它。帽子工作得很完美,也很隐蔽。尚未测试过武器,但它应该是一样的�
如有任何疑问,请�aoe3天堂论坛�ne.elpea上发送私信(Yomgui)�

我希望展示一些实现的附件,但他们必须保密。试试想�...... 

祝你好运

作�

回复�

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�02-18-11 01:48 PM EDTUS1/28       


这是一篇非常好的帖子�
也是第一个为我看的英文写的�

谢谢yomguihttp://aoe3.heavengames.com/forums/smile.gif

 

 

http://www.gravatar.com/avatar/64c6d269a14509e1951bbd31de66a79c?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.png黑手� 
AoE3H六翼天使 
IDfred_ernie

http://aoe3.heavengames.com/forums/posticon.gif 02T-11 02:08 PM EDTUS2/28       


请不要这样,但在我做之前由于一些错误的开始,其他人可以验证这个工作,谢谢�

在这里你提到修改一个模型,这个方法也允许创建吗�

最后所需的所有程序(AoE3除外)都是免费的吗?

黑手�


这个月我已经大多被打的局外人,最黑暗的地牢的拒付死亡
蒸汽黑手� GFWL - Maffia01 YouTubeHGMaffia Twitter@HGMaffia 帝国时代3天六翼天�这是什么生活,如果,全程呵护的,我们没有时间站并凝视�[此消息未�fred_ernie(或Maffia)编辑(未编�12-29-2005 @ 09:57 AM)�]




[此信息已�Maffia编辑(编�02-18-2011 @ 02:10 PM)�]

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发布�02-18-11 02:18 PM EDT(美国)3/28       


感谢您对Maffia的兴趣�Tilanus CommodorTahattusPeugeot407可能会证明我的操作确实有效,因为他们已经看过我进口的其他型号�Tilanus,至少测试了它们。人们可能想要检查的一件事是,�aoe3没有安装在默认目录时,模型是否有效�

列出的所有程序都是免费的,除�AoE显然�3DS Max 7.问题是操作所需的插件尚未在免费产品上发布(例如Blender)�

如果你知道怎么做,它确实可以自己创建模型。此外,即使我在这里解释的方法谈�.obj3DS Max 7读取的每�3D格式都可以使用。(可能只有动画和骨骼存在问题,这就是全部。)但目前,.obj格式仍然是最简单的�

我忘记了在教程中添加凹凸纹理的可能性。我会尽快纠正�

[此信息已�Yomgui编辑(编�02-18-2011 @ 02:27 PM)�]

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发布�02-18-11 07:28 PM EDTUS4/28       


我确实看过一些相当奇特的帽子附件的截图,这些附件当然没有附带AoE3。此外,整个操作对我来说似乎非常合理,尽管我还没有真正尝试过�

对于任何在这里阅�3DS Max的人,我只想�'买它,如果你没有钱,不要打扰。没有许可证下载这个程序是非法的事实上,我不关心你是如何得到3DS Max(或者不是,后者是高度可靠的),这是你的葬礼。当然我知道你们都会非法下载它,只是不明�moded社区的任何成员都会推荐任何非法活动,包括像这样的小事�


peugeot407 

PS
:我觉得这听起来很聪明。或聪明的屁股�


|> Robert Faberaka peugeot407 |>谦逊的创造者:骑士和野蛮人丹麦文明Mod几个教程教程数据� |> 200711Modding比赛�第二�(我�360分,Captain_Soanso365分!�| > 20081Modding比赛�第一名!



如有疑问,请尽量退出!(科林麦克雷�

[此信息由peugeot407编辑(编�02-18-2011 @ 07:29 PM)�]

 

 

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Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�02-18-11 09:31 PM EDTUS5/28       


请不要这样,但在我做之前由于一些错误的开始,其他人可以验证这个工作,谢谢�

我不怀疑有人让这个工作,但我还没有。当然,我还没能�BRF编辑编辑目标文件每次我尝试导入时都会崩溃,所以我只是�3DS Max中逛逛�
他说�

如果您直接在3DS Max中执行此操作,则由于某些奇怪的原因它将无法工作

这是否意味着将其作为对象导入是必不可少的�

无许可证下载此程序是非法�

同意标致407。但是,不要忘记免费试用的力量!如果你只想要一些东西,这是完美的�
说到3DS Max免费试用,我的产品将�9天后到期。希望我能尽快为自己工作�

 

 

http://www.gravatar.com/avatar/4d4360a4071c6df0c75f8d7ed4c7b071?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngYomgui 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发布�02-19-11 05:05 AM EDTUS6/28       


@IMeMine

某些.obj确实无法�brfedit读取(特别是那些在转�.gr2时创建的,太糟糕了)。但�brf编辑不是必修步骤,我使用这个程序,因为它对我已经拥有的模型很方便。问题是你必须在3DS Max 7中找到一种方法来根据其原点(0,0,0)旋转模型,而不是从3DS创建空间的原点旋转模型。我必须说,我没有成功找到在3DS中做到这一点的方法,但这在理论上是可行的�

 

 

http://www.gravatar.com/avatar/a91d5eee4be80b239889acd67edea083?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.png塔哈图斯勋爵 
至尊皇帝

http://aoe3.heavengames.com/forums/posticon.gif 发布�02-19-11美国东部时间上午10:00(美国)728       


我不明白Yomgui在引用我时究竟是什么意思,但是当我(和arcalion)设法做到这一点时添加模型是可能的 - 当我意识到我无法为我得到的模型做动画时我只是放弃了它�


� Tahattus - 注册自己�WotTA论坛�� WOTTA网站�� 三联�Beta战争为标�的新文明亚洲王朝骑士和野蛮人拿破仑时� � TWC教程�改装的基础 - 改装无编号列� - 添加一个国� - 音乐和声� - 动初始化失败




WotTA
回活动!

 

 

http://www.gravatar.com/avatar/5d32178e4d44e79192d35bdfd8c33915?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngpeugeot407 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发布�02-19-11 11:22 AM EDTUS8/28       


不要失败�Tahattus ......仅在几个月前,我们认为我们永远不会在游戏中获得新模型,现在我们已经拥有。动画可能也是如此�


标致407


|> Robert Faberaka peugeot407 |>谦逊的创造者:骑士和野蛮人丹麦文明Mod几个教程教程数据� |> 200711Modding比赛�第二�(我�360分,Captain_Soanso365分!�| > 20081Modding比赛�第一名!



如有疑问,请尽量退出!(科林麦克雷�

 

 

http://www.gravatar.com/avatar/802276ee8c7e2a59bc11f9e8ee392c10?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngBilboBeutlin 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发布�02-19-11 04:21 PM EDTUS9/28       


就在几个月前,我们认为我们永远不会在游戏中获得新模型

这已经是几年前,有人报道了成功添�GR2车型从另一个游戏。然而,没有纹理,没有动画可以携带�
虽然使用了与AoE3相同的奶奶引擎,�gr2结构本身却完全不同。这就是ES所做的:使�定制�奶奶引擎,适应自己的环境�
而且有困难。一个人必须拥有ES使用的基本工具:
-
至少RADgametools Granny 3D SDK12,500美元�
- Autodesk 3DSmax
3,500美元)或其他程序输出可用于奶奶系统的文件
不错的价格修�30 $游戏�http://aoe3.heavengames.com/forums/tongue.gif 
除了必须知道ES所做的定制之外。一个人必须是一个经验丰富的程序� - granny SDK(源代码开发工具包)位于运行时库之下,主要是嵌入自己的游戏引擎的源代码�

并且只是警告非法下载上述程序
的人:提供破解版本的人不会为慈善事业做这件事。如果它可以工作,你还会得到一大堆入侵者:蠕虫,病毒等�

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发布�02-20-11 09:24 AM EDTUS10/28       


我可以向你保证:这种方法有效�

这里是一些修正为AoE3改装历史日志作家�
1. The_Assimilator
是我们谁进口老奶奶文件没有纹理顺利进入游戏第一
2. arcalion
Tahattus是我们的第一个谁从其他比赛中拿到了奶奶文件与纹理成游戏(可升级?�
3. HGJF
是我们的第一个谁得到�3D模型-通过自己创�-成功进入游戏,可扩展性和纹理(无bumpmap
4. Yomgui
我们是第一个拥�3D模型�.obj格式� - 由其他人创建 - 成功进入游戏,可扩展且具有纹理(afaic:有时使用凹凸贴图?�


我很抱歉标致,但你说的可能性是什么让模特进入游戏是错误的�http://aoe3.heavengames.com/forums/biggrin.gif

@Tahattus -
他引用了你,因为我向你展示了他的作品。(之后我告诉他�http://aoe3.heavengames.com/forums/wink.gif


» 古代 | 拿破仑时� « 

»Modding
是艺术!«

 

 

http://www.gravatar.com/avatar/802276ee8c7e2a59bc11f9e8ee392c10?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngBilboBeutlin 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�02-20-11 10:21 AM EDTUS11/28       


如果我错了,请纠正我......但是�Alexastor(又�KastorXastor......)是第一个成功从Stronghold导入gr2模型的人?进�AoE3。我不记得线程(不幸的是没有找到关于搜索),但是在早期的AoE3讨论中,假设~2006 / 7

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 美国东部时间122802-20-11 08:11发布       


可能是,即使我是他的朋友,我也没有听说过,但也许我也错过了它�http://aoe3.heavengames.com/forums/wink.gif

随你�

这里有一�证明

http://img9.imageshack.us/img9/1940/rottmeyster.jpg
[PNG,(862.00 KB)] 
[PNG,(0.98 MB)]

您还可以添加凹凸贴图。可以进行重新缩放,也可以进行模型修改。我将继续与Yomgui合作完成教程。类似物体大多需要相同的方向,即帽子需�XYZ轴的其他值而不是步枪。我会找出最相关的东西,武器,帽子等的配�

[PNG,(174.01 KB)]
不,不是火箭发射器,只是错误的配置�http://aoe3.heavengames.com/forums/cop.gif

[PNG,(448.70 KB)]
彭!彭!这支步枪实际上有一个错误的纹理�alpha图层必须是空白的,否则你会切入模型或..只是搞乱了纹理�^^ 

正如您所看到的,模型比纹理更详细。在这种情况下,您可以使用具有较少多边形的模型,或者如果您知道如何操作则减少它们的数量(我不这样做)�


» 古代 | 拿破仑时� « 

»Modding
是艺术!«

[此信息由Tilanus Commodor编辑(编辑于02-20-2011 @ 08:33 PM)�]

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�03-21-11 11:50 AM EDTUS13/28       


是否可以创建单位并为其制作动画?

 

 

http://www.gravatar.com/avatar/5d32178e4d44e79192d35bdfd8c33915?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngpeugeot407 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�03-21-11 12:36 PM EDTUS14/28       


可能在将来的某个时候,但是还没有人知道它,所以现在答案必须是


标致407


|> Robert Faberaka peugeot407 |>谦逊的创造者:骑士和野蛮人丹麦文明Mod几个教程教程数据� |> 200711Modding比赛�第二�(我�360分,Captain_Soanso365分!�| > 20081Modding比赛�第一名!



如有疑问,请尽量退出!(科林麦克雷�

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 美国东部时间15/28发布03-21-11 10:44 PM       


好的,是否有可能搞乱现有模型?例如,Chakram“bone_sword�附件就在手下,而不在其中。因此,当我给他一�Talwar时,它看起来就像是卡在他的拳头上。我可以将该附着点编辑为更高一点吗�
此外,如果我要使他的头巾不同,我能做到吗?(它的所有型号)


五河之乡

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�03-22-11 07:23 PM EDTUS16/28       


我还没有尝试过,但是考虑�modding工具,我认为不可能编辑它,因为我们正在使用一个奶�ex porter和一�im porter http://aoe3.heavengames.com/forums/wink.gif

你最好找一种方法把它变成一�obj文件和调整它。那会更容易�


» 古代 | 拿破仑时� « 

»Modding
是艺术!«

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 美国东部时间17/28发布03-23-11 10:06 PM       


哇,我甚至不�*Granny查看器中查看Chakram模型,更不用说修改它了�


五河之乡

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�03-29-11 00:27 AM EDTUS18/28       



1.
是否�Windows Vista兼容3ds max 7

2.
如果你的附件是一把剑,当你指定这样的坐标时它是否正确摆动�


五河之乡

[此信息由Jang_Bahadur编辑(编�03-29-2011 @ 00:28 AM)�

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�04-02-11 02:58 PM EDTUS19/28       


是的,一把剑以正确的方式摆动。由于我仍然只使�MountBlade模型,因此我无法告诉您有关配置模型位置的常规方法。但是,我有一些适用于所�MB模型的值�

3ds Max 7
应该�Vista兼容,但不能保证这一点,因为Vistaab.tchhttp://aoe3.heavengames.com/forums/wink.gif


» 古代 | 拿破仑时� « 

»Modding
是艺术!«

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�04-11-11 11:26 PM EDTUS20/28       


我不能让纹理工作。如果我没有�3ds max 7中放置纹理,那么它们会变成白色,但我做了,它显示�3ds max中。但�AOE中它们看起来是黑色的�

帮帮我们�


五河之乡

[此消息由Jang_Bahadur编辑(编辑于04-11-2011 @ 11:58 PM)�]

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�04-14-11 12:53 PM EDTUS21/28       


你如何尝试添加纹理?

记住这些应该�targa文件,因为游戏只读取这些(或转换后的ddt文件)。材质编辑器是可以去的地方,如果渲染它,纹理是否会显示在3ds Max中?


» 古代 | 拿破仑时� « 

»Modding
是艺术!«

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�04-15-11 01:25 PM EDTUS22/28       


好的,这就是我的工作�
我在Vista上制作了Max 9中的模型。然后将其导出为OBJ。我把它带到BRF来定位它。然后把它带�Virtual Xp,在那里我把它带�Max 7. 
在最�7,我打开材料编辑器旁边弥漫有一个正方形,我点击它。双击位图,单击我的targa文件(不�0,1,8,5)。纹理出现在一个球中。我将它拖动到透视对象中,单击该多维数据集以使其显示。表明。现在我导出�GR2

在我的文件夹中,我有GR2模型。我�targa重命名为include0,1,8,5)并转换�DDT。我将它们放在我链接到单元的XML中的同一文件夹中�

当我打开游戏时,对象就在那里并且正确定向但它是黑色的�


五河之乡

 

 

http://www.gravatar.com/avatar/ebaae0a448e8d2ea104f75f4b8bd4e52?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngTilanus Commodor 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�04-15-11 07:39 PM EDTUS23/28       


好吧,不知何故,模型需要知道它应该磨损哪个纹理部分。肯定有不同的方法,但我没有这样做,因为我还没有需要它。我使用的模型已经应用了纹理�


» 古代 | 拿破仑时� « 

»Modding
是艺术!«

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�05-01-11 03:17 PM EDTUS24/28       


有谁知道如何使纹理工作?
我注意到当我导入静态网格时,纹理不会出现在BRF中。这是紫罗兰色方格图案,�BRF教程中的上图则有纹理�BRF允许您导�DDS格式的纹理。如何将纹理转换�DDS


五河之乡

 

 

http://www.gravatar.com/avatar/5d32178e4d44e79192d35bdfd8c33915?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngpeugeot407 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�05-02-11 06:53 AM EDTUS25/28       


您是否在3DS Max中添加了UVW贴图�


标致407


|> Robert Faberaka peugeot407 |>谦逊的创造者:骑士和野蛮人丹麦文明Mod几个教程教程数据� |> 200711Modding比赛�第二�(我�360分,Captain_Soanso365分!�| > 20081Modding比赛�第一名!



如有疑问,请尽量退出!(科林麦克雷�

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�05-09-11 04:09 PM EDTUS26/28       


标致,我解释了我的过程只是几个帖子。我认为我添加了UVW贴图,因为纹理显示在3ds max中但不会出现在游戏中�

您是否尝试过仅使�3ds maxBRF


五河之乡

 

 

http://www.gravatar.com/avatar/623c72fef8221028d8021b11fbad7d8d?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngarcalion 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�06-16-11 01:19 AM EDTUS27/28       


我厌倦了看到那些关于奶奶模特的帖子,愚蠢的事情和这是不可能的�....我打败了整个奶奶文件,我得到了第一个进口模型,我做我自己的模型并导出到游戏中没有任何帮助最后我知道如何管理奶奶文件中的方向,旋转,缩放等等......所以,经过3DMAX的研究和三天的艰苦工作后,我终于得到了一个动画片�............有一点问�....动画不能按照我的意愿工作,但我仍然在寻找如何修复它:P所以,保持冷静,我不承诺任何事�......


| TFN的主要编码和艺术�
|
在这里查看自己的进展�http//thefightofnations.heavenforum.com/forum.htm

 

 

http://www.gravatar.com/avatar/fec0ef1643f542127a68705acac8962f?s=&s=40&r=PG&d=http://files.heavengames.com/forums/hg_logo.pngJang_Bahadur 
Skirmisher

http://aoe3.heavengames.com/forums/posticon.gif 发表�06-16-11 02:42 AM EDTUS28/28       


有关将模型从3ds max 7直接送到AOE纹理完整的任何消息?


五河之乡

 

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PS:我们使用的是3dsmax8.0