Help Exproting 3ds's..

Wednesday, March 19, 2003 12:45 PM
I need help, When I Export 3ds Files From 3dsmax, The File will come out in the NL Simulator as All Gray, How do I make it in Color?
Wednesday, March 19, 2003 11:00 PM
First make sure you're running the latest version of NoLimits v1.26. NoLimits supports the Ambient, Specular and Diffuse color channels. All you should have to do is create a material in the color you desire and apply it to the object. Export as 3DS and store the file in the 'objects' folder. Place the object in a scene and you're good to go.

If you're talking textures then you need to be aware that 3DS file format requires that all texture files abide by the 8.3 file naming scheme or they will be truncated within the file. Textures must be applied to the Diffuse color channel. Both the texture and 3DS files must be placed together in the objects folder.

That's about it. If this doesn't solve your problem then please elaborate and explain exactly what you're doing.

Kevin Stone
NoLimits Dev Team

Thursday, March 20, 2003 2:36 PM
ok... I am Trying too make my 3ds Files Have some Color... Not Just Gray

*** This post was edited by philipnguyen 3/20/2003 7:37:36 PM ***
Thursday, March 20, 2003 9:28 PM
Well.. I suppose I can give you a step-by-step. This is for Max 5.0 (which I use) but it should be the same for just about every version...

1) In Max open the Material Editor
2) Click a blank (grey) cell.
3) Below under 'Blinn Basic Parmaeters' you'll notice the Ambient, Specular and Diffuse color boxes. Click these to view the color picker. NoLimits supports all three channels.
4) Apply the material to your object(s) either by dragging the material onto the object or clicking the "Assign Material to Selection" button.
5) Go to File -> Export.. and export the file as 3DS. Store the file in your NoLimits objects folder.

That's it. Hope that helps.

Kevin Stone
NoLimits Dev Team

Friday, March 21, 2003 1:33 PM
ok Thanks... Annother Question... how do I add Texture??? Sorry I'm New To 3ds Max
Saturday, March 22, 2003 11:51 AM
No problem. I realize that Max's interface is rather daunting so if you need me to explain any one of these steps further just let me know..

To texture an object you must first create the material. So open the Material Editor and start a new material by selecting a blank slot.

At the bottom of the Material Edtior window is a group of exandable panels. Open the expandable panel labled "Maps".

Click the button labled "none" next to the Diffuse channel option. This is the only channel that NoLimits supports for texture maps.

The "Material/Map Browser" will open. Double click the "Bitmap" option (should be the first option at the top of the list).

An open/save dialog will open. Browse for and select the texture file that you want to use. But before you do there are a couple of pitfalls you need to be aware of. First NoLimits only supports JPEG and TGA files.. your textures will not show up otherwise. Second the 3DS file format demands that textures are in the 8.3 naming scheme (ie, so make sure the files are appropriately named before exporting the model.

Okay now apply the material to the object(s) in the scene. You may not see anything happen at first. To get the texture to show up you're going to have to do a couple of things.

First activate the "Show Map in Viewport" button in the Material Editor. It is the icon that looks like a checkered cube.

Second select the object that you've applied the texture to and apply a UV Map Modifier. Go to Modifiers -> UV Coordinates -> UVW Map.

What this does is apply what we call a "Projection Map". The default projection is a "Planar" map. Other types of projections are available in the Modifier panel on your right. These projections include planar, cylindrical, sphereical, shrink wrap, box, face and XYZ to UVW.

Experiment with each one and see if you can find a look you're happy with, without doing alot of work. These will probably work out well for you in the beginniing but you may soon find that you need more precision.

To get a more precise texturemap you'll have to manipulate the projection. Click the + sign next to the UVW Mapping modifier in the Modifier List. The list will expand to reveal additioanl options. Select Gizmo and now you can use the manipulation tools to translate and rotate the projection.

To get even more precise texture map open the manual and learn about Unwrap UVW. You'll quickly see why game designers like this program so much.

Well there's a lot more to learn here. I hope I didn't blow your brain up with too much information. Good luck! :)

Kevin Stone
NoLimits Dev Team
*** This post was edited by Phyter 3/22/2003 4:53:40 PM ***

Sunday, March 23, 2003 5:17 AM
WOW!!!!!!!!!! Thank you Phyther.......
*** This post was edited by philipnguyen 3/23/2003 10:42:49 AM ***

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