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Author Topic: Tutorial : Create a Free Kickass Terrain in 3dRad (part 1)  (Read 17197 times)

« Reply #45 on: May 18, 2011, 02:33:37 AM »
Wow, Many thanks for this great tutorial shadmar.

Beginners like me really need this kind of advice and everything worked first time for me. Brilliant.

Agree fully. The tutorial is really helpful and worked first time for me :) Getting a new terrain into your project takes you up a step as a beginner. Its a big boost when trying to get to grips with whats possible. Thank you Shadmar.
« Reply #46 on: May 20, 2011, 10:53:19 PM »
Wow ::) thats complicated... ???
« Reply #47 on: May 22, 2011, 04:20:10 AM »
I hope this is still active.

I may have missed something or just didn't understand, but I am wondering how to, step-by-step, actually export a terrain made in sketchup to 3DRad.
I know Sketchup is not the main program in making maps, but for me it fine because I know how to use Sketchup. Also it's enough for the map I want to make.

I got the Plugin to export to 3DRad, but that's where I get stuck. I see some tutorials telling 'Export it', but I can't get a clue where, how, and as what to export the terrain.

Could someone explain this to me? Thanks in advance!
« Reply #48 on: May 26, 2011, 10:18:11 AM »
the picture should explain it
if you are missing the plugins button at the top, you probably didn't extract the exporter to the plugins folder

also if it gives a popup "You need to locate the installation folder for 3D Rad before this function can be executed." then opens a file browser, just go to the 3d rad installation folder (where 3DRad.exe is), select 3DRad.exe and hit open


Currently using 7.22
« Reply #49 on: May 28, 2011, 03:37:31 PM »
Hijackers!

11Dogs

« Reply #50 on: May 28, 2011, 03:40:43 PM »
It freezes when I try to import to fragmotion... any suggestions?
« Reply #51 on: May 30, 2011, 06:38:53 AM »
This may sound stupid but I dont get the radimp part ???
« Reply #52 on: February 20, 2012, 10:59:57 PM »
Sry for posting in an old topic but I've read the tutorial at least 25 times today and I cant get it to work as posted. First, after creating a terrain in L3DT, when I try to export from the texture tab, .obj and .mtl are not listed as options in the drop down list...I can export as .obj from the heightmap tab though, so this is what I did. Then I imported into fragmotion and followed those steps. Then I imported with RapImp as directed and everything seemed to work fine and it said the rigidbody and skinmesh were created successfully. Now, RadImp did not create any files in the index folder under rigidbody or skinmesh and thus cannot be added to my scene? There is a folder with files located in the rigidbody and skinmesh folders, just no .jpg file in the index folder like I mentioned? Thanks in advance for the help guys!

UPDATE:
Okay, I reinstalled RadImp and it now works...I havent used RadImp for months and it looks like maybe a file got corrupted or moved? Now I have the previously mentioned gray RB and SM problem. Will start from scratch and try to figure it out.
« Last Edit: February 21, 2012, 01:40:18 AM by ViperGuy »

harley5560

« Reply #53 on: November 27, 2013, 11:03:10 AM »
HI,
O.K I can make a terrain just fine ( last one was 6 km x 5 km ) but when I open it in 3d rad I've lost all the colour.Just a big grey scale terrain.Big but boring.
Now I know I;m missing something, any suggestions would be much appreciated.
Thank You.
« Reply #54 on: November 28, 2013, 04:38:20 AM »
Quote
HI,
O.K I can make a terrain just fine ( last one was 6 km x 5 km ) but when I open it in 3d rad I've lost all the colour.Just a big grey scale terrain.Big but boring.
Now I know I;m missing something, any suggestions would be much appreciated.
Thank You.

Assuming you've done everything else correctly, you then have to choose the file->export->'export optimised mesh' option. I think this tutorial utilised an older version of L3DT, in which the exporting of a textured mesh was done a little differently.

You also don't need to use frag motion for this anymore, since you can export directly to .x in the latest version of L3DT.

Regards,

George.

harley5560

« Reply #55 on: November 29, 2013, 08:44:31 AM »
Works fine now George.Took a little tweaking and playing around but I got myself a terrain.The part about loading twice into 3d rad to make it a static rigidbody had me scratching my head as to why but it worked.

Thanks Again

harley5560

« Reply #56 on: November 30, 2013, 07:19:08 PM »
Well I seem to have another problem.Thought I would compile the project to see how it work.The car I placed on the terrain went right through so I've done something wrong.Don't know if this relates to this category but maybe someone could point me in the right direction to solve this.
Thanks
« Reply #57 on: December 01, 2013, 12:45:11 PM »
When you choose the 'export optimised mesh' option on L3DT, there's a box to adjust 'max error'. If that's too low, the model is going to be really high poly and won't import properly (at least that's what I've found).

I find that the best thing to do is to increase the 'max error' before I export so that the model contains about 1000 triangles max.

High poly models also sometimes import without the rigidbody_mesh.x file which is necessary for collision. If you really need to make your current model as is, you can copy the rigidbody_.x file in the object's folder and rename it as 'rigidbody_mesh.x'. However, it's probably better in the long run to use the first method since high poly terrain is not really necessary for most games.

Cheers,

George.
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