Ketu Posted November 6, 2016 Report Share Posted November 6, 2016 i would make some tests with terrain editor and i have no experiences with editor, so i follow my first tutorial here http://trac.wildfiregames.com/wiki/Basic3DImplementation but i cant add model to editor, i says some xml error i use 3ds max 2014 with collada include, i export model to C:\0ADSVN\data\mods\public\art\meshes\props as wrld_create_test.dae and texture to C:\0ADSVN\data\mods\public\art\textures\skins\props as crate_test.png model is cube 4x4 generic units Where can i find instructions for 3ds max? Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 6, 2016 Report Share Posted November 6, 2016 Can you share the error ? I have been using 3Dsmax quite a bit for this game so I might be able to help you. Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 7, 2016 Report Share Posted November 7, 2016 go to binaries/system/ActorEditor.exe This program will make creating and editing actor files much easier. It may freeze if you open up the 'browse' option inside any of the input boxes, so for reliability save often, and paste file locations rather than use the browse function. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 7, 2016 Report Share Posted November 7, 2016 (edited) Do what @LordGood says. Also, look at the xml files directly in a program like Notepad++. A very simple actor to start with can be thise one: binaries/data/mods/public/art/actors/props/temp/l_sheath.xml Here is the xml for that file: <?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>temp/l_sheath.dae</mesh> <textures><texture file="props/wrld_wood_3.dds" name="baseTex"/></textures> </variant> </group> </actor> Just paste your file names into that. It's the most basic of actor files: mesh + texture. Can't get more basic than that one friend. This is how it would look: <?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>props/wrld_create_test.dae</mesh> <textures><texture file="props/crate_test.png" name="baseTex"/></textures> </variant> </group> </actor> A lot of modding is about looking at the game's existing files and just editing and resaving from those. Edited November 7, 2016 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Ketu Posted November 7, 2016 Author Report Share Posted November 7, 2016 ok, my 3ds max export wont work, but blender very well other questions: how to load png with alpha? how to add 2 meshes on the same anchor? 2 Quote Link to comment Share on other sites More sharing options...
niektb Posted November 7, 2016 Report Share Posted November 7, 2016 Somewhere in your actor file there is a <material> tag. That should be this: <material>player_trans.xml</material> (this is with only transparency, with AO, normal and specular you need something else) For the second question: <props> <prop actor="props/structures/athenians/barracks_struct_b.xml" attachpoint="root"/> </props> Make a prop tag inside the <variant> tag and set the attachpoint to root (note that you need to make a second actor file for the second mesh) 2 Quote Link to comment Share on other sites More sharing options...
Ketu Posted November 7, 2016 Author Report Share Posted November 7, 2016 big thanks niektb Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 7, 2016 Report Share Posted November 7, 2016 Here you can found many tutorials. adding props, export animations, How to Import/export assets and bake AO maps in Blender3D. https://wildfiregames.com/forum/index.php?/forum/434-tutorials-references-and-art-help/ Quote Link to comment Share on other sites More sharing options...
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