3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: [1]

Author Topic: A little bit confused with adding models  (Read 1499 times)

« on: July 12, 2010, 08:38:04 PM »
I made a spaceship in Maya 2011 and want to add it to 3DRad. I made the .x file. I think I was doing it right.
This is what i've done so far: (I need help with steps in red)

1.)Create new skinmesh
2.)Replace the old blue fish with my own model.
3.)I went into 3DRad.
4.)When I added the skinmesh in, it wasn't there.
5.)I think i need to replace the bluefish.png with my own texture, but I'm new to Maya and don't know how to unwrap my textures(well, all i used was lambert and blinn materials and changed colors, very basic). Help with this step?
6.)I want to make it be able to fly. Will I have to script it? Fine if I have to.

7.)I think I need to make a rigidbody for it to use physics. How would I do this?
8.)Missing anything to get a fully operated flying spaceship?


Thanks guys. I love 3DRad so far.
« Last Edit: July 13, 2010, 07:28:10 PM by Cyahnidde »

psikotropico

« Reply #1 on: July 13, 2010, 05:51:44 AM »
hi

2.- blue fish? you mean yellow...
5.- Most of game engines only have support for UV map texturing.. better if you learn how to make UV maps in maya... though if were any error on texturing, still you will see a white model... so there is some mistake on exporting the model from maya...
6.- you don't need to script to make a flying object... use airfoil/hover vehicle object and see the demos
7.- see the documentation in the homepage to make your models.. for dynamic rigidbodies you must use spheres
8.- search in the forum

hope it helps!
« Reply #2 on: July 13, 2010, 06:00:46 AM »
Use this for importing models to 3DRad:
http://www.3drad.com/forum/index.php?topic=1991.0
http://3dradder.blogspot.com/ <- Stuff 4 3DRad   | *Donate now: Post-prosessing shaders | External Script editor mEH*
« Reply #3 on: July 13, 2010, 06:29:01 AM »
Replacing the default texture isn't enough. The path and texture coordinates are stored in the .x file. So you need to unwrap your model and apply the texture before exporting it. Use radimp for import (place both the .x file + texture in the import folder).
Unwrapping is easy for simple low poly models. Most of the proces can be automated. Learn how to do it, because you can't do without (or you might just apply a different collored (no texture) material to parts of your object instead).

Use the path object to create a path for the flying object.

Import your model through radimp as dynamic rigid body to get the rigid body (or make a sphre group to fit the model and import t as rigid body).

You can use the aerplane demo to creae your spaceship.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #4 on: July 13, 2010, 11:20:03 AM »
Hi Cyahnidde,
is your own model (the spaceship made by you) essential for you now ?
If not, use ready for use free models of spaceships for the time being.E.g.this site:
http://www.3dxtras.com/
Then import a model to any 3D soft (I use Blender) and then export it as .x file
(If it isn't clear I could explain in detail which way I do it).
Thus you will make some progress in making your game.
Later when you are able to make your own models (when you are good at Maya or the like),
you can simply substitute them.
« Reply #5 on: July 13, 2010, 02:43:34 PM »
Wow, thanks for clearing things up a little bit. I'm new to 3DRad, I've always used Pygame to make games. New to this skinmesh stuff.

I saw RadImp a few minutes after I made this post. It wasn't working(just showed shadow, not model.) But I think thats because I didn't put the texture in import folder.

jestermon

« Reply #6 on: July 13, 2010, 03:16:26 PM »
Wow, thanks for clearing things up a little bit. I'm new to 3DRad, I've always used Pygame to make games. New to this skinmesh stuff..
3D graphics is certainly a different world to 2D surface buffered games. Pygame is marvelous for anything 2D. In low level of complexity and feature richness, one can be comfortable with what 3d Rad has to offer, but it is certainly a large mental shift from 2D. Once you come to grips with 3D concepts, it's a great field to play in. I sometimes call 3D Rad the Pygame of 3D because of its intuitive approach to 3D.. Still a lot to learn, but its part of a great journey of fun.. Welcome aboard :)
« Reply #7 on: July 13, 2010, 04:20:52 PM »
Ok, one last question guys.
I'm new to 3D Modeling, too. How do I get the texture image for my model in maya 2011?
I tried UV Mapping but I'm using three different simple materials(Blinn materials that i colored differently). So in UV mapping it only gives me material(So for the spaceship and gun it gives me purple and for the window it gives me grey). Sorry if what i'm saying is confusing and unprofessional but heres what I mean:

Heres the model:


Heres UV map for the gun/spaceship(same color, same thing since its basic  :P):


Heres for the windows:


So how do I get the image like this:

(This is the bluefish.png, the texture for the bluefish im guessing?)

I don't even know If i'm doing it right. Can somebody explain how to texture my model for use in RadImp/3DRad? I'm so confused, sorry guys >_<.
« Reply #8 on: July 13, 2010, 04:23:06 PM »
3D graphics is certainly a different world to 2D surface buffered games. Pygame is marvelous for anything 2D. In low level of complexity and feature richness, one can be comfortable with what 3d Rad has to offer, but it is certainly a large mental shift from 2D. Once you come to grips with 3D concepts, it's a great field to play in. I sometimes call 3D Rad the Pygame of 3D because of its intuitive approach to 3D.. Still a lot to learn, but its part of a great journey of fun.. Welcome aboard :)

Thanks, that somehow cleared more things up and made me feel more comfortable with 3DRad and 3D altogether.

jestermon

« Reply #9 on: July 13, 2010, 05:47:28 PM »
....Can somebody explain how to texture my model for use in RadImp/3DRad?...
You can't texture models with 3d Rad, it is simply a game engine, into which you can load pre-made mesh models that have already been textured by other 3D modeling and painting programs
1.. A model is made in a 3D program such as Maya, Max, Blender, Cinema4D, etc.
2.. The completed model is UV-mapped in programs such as these as well.
3.. There is usually a texture that is created for the UVmesh.. this is called unwrapping
4.. You paint on your texture the colors and image you want with a paint program such as Photoshop, Paintshop Gimp etc.
... or if you gave access to special 3D painting programs, such as bodypaint, you can paint on the texture, while it on the model.. Maya, Max, Blender etc.. many of them may have this feature
5.. The completed model is then converted to a directX format mesh file (by your 3D software,.. not Rad), and you then RadImp to import the model and texture into 3d Rad.. (See other post on how this is done)

If you look at the image below, you will see that the "unwrapping" of a mesh to a UV Mapped texture is the crucial step you are missing. You will need to understand this part of the process in order to put it all together.

A UV map is a point coordinate reference in the model file (in this case .X) that tells the game engine, or 3d program, which part of the texture (flat painted surface) corresponds to which part of the mesh..

Notice in the image how the UV-mapped texture (lines) correspond to the actual mash, and how the polygons (surface rectangles) are mapped between the texture and the model..

I don't know Maya, so can't help you there.. But you will need to understand your program a little better to do the things you have in mind. UV Mapping is a vital part of 3D modeling.
« Last Edit: July 13, 2010, 05:53:24 PM by jestermon »
« Reply #10 on: July 13, 2010, 05:51:39 PM »
You can't texture models with 3d Rad, it is simply a game engine, into which you can load pre-made mesh models that have already been textured by other 3D modeling and painting programs

Ahaha, I know. Alright, basically what i'm asking/saying is this:
I have the texture/material I want. How do I get the final image so I can use it with RadImp to get my model into 3DRad?

jestermon

« Reply #11 on: July 13, 2010, 06:20:06 PM »
Radimp comes with full instructions
http://www.3drad.com/forum/index.php?topic=1991.msg14556#msg14556
Once you have your model in 3D Rad (both mesh and texture.. Radimp puts it there if you follow the instructions). .. Load your model in the Rad editor (by loading a skinmesh, and then double-click in left list on loaded skinmesh, then change to your model name), then do a Print-Screen capture to clipboard.. Use a paint program to crop and resize the image you want to a 128x128 jpg file of the same name as the model, and replace the radimp image in /skinmesh/data/index/ with your own thumbnail.

@shadmar, I'm going to start charging you commission :)
« Last Edit: July 13, 2010, 06:28:48 PM by jestermon »
« Reply #12 on: July 13, 2010, 07:27:30 PM »
Alright, I had this problem yesterday with a barrell model I had.
I can't see the model. All that's there is a really messed up shadow.
Pages: [1]