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PostPosted: Wed Sep 27, 2006 5:21 pm 
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T-Rex Killer
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Well, here's how to prepare a model in 3D Studio MAX or GMax for rigging it in TPDC later. Forgive me for making separate posts, but it looks more tidy that way.

1. Open your model's file in 3D Studio Max/Gmax. If it wasn't a .max or .gmax file, you should save it as one, then open that one again, otherwise the textures won't be present when you export to a .TPM file.
2. Select the mesh.
3. Select the 'Rotate' button.
4. Set the X, Y and Z rotations to 0.
5. Apply an XForm modifier (Modifiers->Parametric Deformers->XForm).
6. On the right panel, expand the XForm modifier
7. Select 'Gizmo'.
8. Apply the necessary rotations to the X, Y and Z axes until the model is facing the proper way, which is as follows:
    - the head on the positive side of the Y axis
    - the tail on the negative side of the Y axis
    - the left side on the negative side of the X axis
    - the right side on the positive side of the X axis
    - the top on the positive side of the Z axis
    - the bottom on the negative side of the Z axis.

9. Collapse all modifiers.

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Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Sep 27, 2006 5:21 pm 
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T-Rex Killer
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Now, for the following steps, you should have already exported the dinosaur whose bones you want to use as a .3DS file from within TresEd. In fact, it's a good idea to keep a library of original dinosaurs exported in .3DS format. Make sure that when you exported them you checked the "Center objects around (0,0,0)" option.

10. Import the base dino (File->Import). Make sure you have selected the "Merge objects with current scene" radio button.
11. With the base dino still selected, select the 'Rotate' button.
12. Set the X, Y and Z rotations to 0. That should have aligned the base dino with the new one.
13. Select the 'Uniform scale' button (the topmost of all three 'Scale' buttons: 'Uniform scale', 'Non-uniform scale' and 'Squash'). You need to click on the lower right-edge of the 'Scale' button to be able to select one of the three.
14. Copy the scale value for the base dino that appears at the bottom of the screen, in the box labeled "X:".
15. With the "Uniform scale" button still selected, click on the new mesh to select it.
16. Paste the scale value on the box labeled "X:" to apply it to the new mesh.
17. Now apply an XForm modifier to the new mesh.
18. On the right panel, expand the XForm modifier
19. Select 'Gizmo'.
20. With the "Uniform scale" button still selected, scale the new mesh until its overall dimensions approximately match the base model. Pay attention especially to the width of the body, the distance between the front and hind legs (for quadrupeds) or the distance between the base of the neck and the hind legs (for bipeds).
21. Collapse all modifiers.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Sep 27, 2006 5:22 pm 
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T-Rex Killer
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Now you have to position the new mesh so that it matches the base dino.

22. Select the 'Move' button.
23. Position the new mesh so that it matches the base dino on all three axes, click on the "Hierarchy" button on the top of the right panel and then on the "Reset Pivot" button.
24. Click on the "Modify" button on the top of the right panel and apply an XForm modifier.
25. On the right panel, expand the XForm modifier.
26. Select 'Center'.
27. Set the X, Y and Z coordinates to 0.
28. Select 'XForm' (the root of the modifier).
29. Set the X, Y and Z coordinates to 0.
30. Select 'Gizmo'.
31. Set the X, Y and Z coordinates to 0.
32. Collapse all modifiers.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Last edited by machf on Wed Sep 27, 2006 9:48 pm, edited 1 time in total.

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PostPosted: Wed Sep 27, 2006 5:22 pm 
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T-Rex Killer
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Now you're done with the basic positioning, rotating and scaling, and you have to fine-tune the mesh.

33. With the new mesh still selected, expand the "Editable mesh" tag on the right panel.
34. Select the "Vertex" branch, and make sure the "Ignore backfacing" option is unchecked (as Remdul suggests).
35. Select groups of vertices or individual ones as needed, and position/rotate/scale them so that the new mesh matches the base dino more closely. Pay attention to things like the head, the tail and the legs, particularly.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Sep 27, 2006 5:24 pm 
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T-Rex Killer
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Once you're satisfied with that, it's time to export the model to a .TPM format file. Make sure that the textures used by the materials you're using on your mesh have been saved as 256-color .BMP images no larger than 256x256 pixels, and that they are placed on the same folder where you're going to save the .TPM file. Also, make sure you exported the base dino as a .TPM file for reference too. Like with the .3DS files, it's a good idea to keep a library of original dinosaurs exported in .TPM format. And make sure you've previously copied the TPM Exporter script inside the "scripts" or "scripts\startup" foler of your 3D Studio MAX or GMax installation.

36. Close the "Editable mesh" tree.
37. With the new mesh still selected, right-click on the window you've been working on and select "Hide Unselected".
38. On the right panel, click on the "Utilities" button (the rightmost one at the top, with a hammer icon).
39. Click on the "MAXScript" button (the one at the bottom).
40. If you placed the TPM Exporter script in the "scripts" folder, click on the "Run Script" button and open the script; if you placed it in the "scripts\startup" folder, you can simply slect it from the "Utilities" drop-down list below.
41. make sure the "Skip Hidden Objects" and "Skip Frozen Objects" boxes are checked, and click on the "Export Scene" button.
42. Enter a name and save the .TPM file. Make sure you're placing it on the same folder where your textures are stored.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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 Post subject:
PostPosted: Wed Sep 27, 2006 5:25 pm 
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T-Rex Killer
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Now you have finished using 3D Studio MAX or GMax, the next steps will require the use of a text editor instead.

43. Using your favorite text editor (Notepad or even DOS' EDIT.COM should be enough), open the .TPM file you just saved.
44. Also, open the .TPM file for the base dino in another text editor window.
45. Look for the "instance" group of the base dino (it's usually at the end of the file, or near it) and copy the whole "position" line.
46. Look for the "instance" group of the new dino too, delete its "position" line (it should be 0,0,0 anyway if you followed the previous steps) and paste the one you copied from the base dino instead.
47. In case the "scale" values don't match, do the same copy/paste operation with the corresponding lines.
48. Save the new dino's .TPM file again.

Now the model is ready to be opened in TPDC for rigging. Enjoy!

It's a good idea if you save your work after each group of steps, just in case something happens.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Wed Sep 27, 2006 10:19 pm 
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Albertosaurus
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Joined: Mon Jan 10, 2005 10:13 pm
Posts: 2087
Thanks for all this info. Also, did you do all this to my model (the swimmer). If not, I'll do it myself. This should be a sticky, or better yet, in the FAQ


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 Post subject:
PostPosted: Thu Sep 28, 2006 4:02 am 
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T-Rex Killer
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Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10175
Location: Lima, Peru
I did most of those steps if not all, indeed.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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 Post subject: tpdc
PostPosted: Thu Jul 12, 2007 8:43 pm 
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Stegosaurus
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Joined: Thu Jul 12, 2007 7:13 pm
Posts: 53
where do u get this??? :| :| :| :| :| :| :|







and do you have to buy the other programs you mention?


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PostPosted: Thu Jul 12, 2007 10:12 pm 
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T-Rex Killer
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Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10175
Location: Lima, Peru
3D Studio MAX is commercial. GMax is free, you can get it at http://www.turbosquid.com/. TPDC and the TPM import/export plugins re free and can be found at Remdul's site, check the main "TPDC" thread for a link.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Thu Jul 12, 2007 10:36 pm 
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-=TresCom Developer=-
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Say, maybe this can be added to the Wiki, so it is easier to find and maintain?

My original TPDC tutorials are unclear and outdated.

*Edit: Reminds me to release the latest version of TPDC!

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http://www.bytehazard.com


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PostPosted: Thu Jul 12, 2007 11:04 pm 
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Albertosaurus
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Joined: Wed Mar 05, 2003 9:28 pm
Posts: 2237
Remdul wrote:
Say, maybe this can be added to the Wiki, so it is easier to find and maintain?

My original TPDC tutorials are unclear and outdated.

*Edit: Reminds me to release the latest version of TPDC!



There's a new version? Cool.


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 Post subject: tpdc
PostPosted: Fri Jul 13, 2007 10:40 am 
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Stegosaurus
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Joined: Thu Jul 12, 2007 7:13 pm
Posts: 53
well I'm having trouble locating the model's file I'm sorta new at this stuff. :o



:D :) :( :? 8) :lol: :x :P :oops: :cry: :wink: :!: :?: :idea: :arrow: :| :mrgreen: :yes: :no:


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 Post subject: Re: tpdc
PostPosted: Fri Jul 13, 2007 2:33 pm 
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Albertosaurus
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Joined: Mon Jan 10, 2005 10:13 pm
Posts: 2087
su37Ryan wrote:
well I'm having trouble locating the model's file I'm sorta new at this stuff. :o



:D :) :( :? 8) :lol: :x :P :oops: :cry: :wink: :!: :?: :idea: :arrow: :| :mrgreen: :yes: :no:


Lol, your every emotional. Look, all you have to do is open up a level in TresEd and click on a model, and then click File ---> Export Model as TMP. There you go.


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 Post subject:
PostPosted: Fri Jul 13, 2007 2:59 pm 
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T-Rex Killer
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Joined: Thu Apr 24, 2003 11:20 pm
Posts: 10175
Location: Lima, Peru
Remdul wrote:
Say, maybe this can be added to the Wiki, so it is easier to find and maintain?


If you mean my posts, I'd rather keep them here, I find it easier to maintain them as forum posts.

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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