With upcoming release of Xrey, I thought I'd post a tutorial on the
process for those who want to start practicing using 3ds max to edit.
Basic controls for the program:
- Double click an object in the grid to display a preview
- Click the viewport to control the object. Zoom in and out using the mouse scroll button.
- Hold down the right mouse button and move the mouse to rotate the object.
- Some objects render off the screen for some reason so zoom out to view these.
-
Some faces don't render correct in the preview viewport, not sure why
as yet. You can still edit these objects as the program does not
interfere with the faces.
Basic tutorial on how to do model edits
I
am assuming that you already know how to extract your yobj file from
the pac, have 3dsm installed and have brienj's import plugin.
The
program also loads a texture as long as it is named color in the same
directory of the yobj. The color texture can be in png, jpg or bmp
formats in that order of preference. If there is no color texture the
mesh will load without one.
1. Import your yobj into
3dsm. Click on any object and select Conversion - Turn to Mesh. In this
example I am working with Hogans belt.
this
will convert your object into an editable mesh. On your right menu,
select editable mesh and select vertex under this option. Your object
will now display all the vertices.
2.
Select a few vertices and move them. Do something simple for your first
try, just to understand the process. Make sure you do not delete or add
any new veritices. The number of vertices must remain the same.
3.
Select all the vertices for that object by pressing ctrl+a. Take a note
of the number of vertices under the selection menu on the right you
will need to know this number later on. In this example the number of
vertices is 570.
4.
With the object still selected, select Export - Export selected from
the main menu. Make sure you have selected "Export selected" as the
import wont work otherwise.
Give your object any name
you want, I'm calling mine belt_570.obj (so that I'll remember that it
has 570 vertices later on). In the save as type dialog select "gw:
Obj-Exporter (*.Obj)"
For the export options, make sure you set all the options as follows:
Please
double check these options as the object will import incorrectly or
wont import at all if these are incorrect. Click the export button when
you are sure and the object will be exported to obj format. Double check
the number of vertices is correct on the status box which appears after
the import. In this case the number of vertices on the export status
box is still 570 so it's correct.
5. Option your yobj
in X-rey using the "Yobj new format" option. Look in the grid for an
object which has the same number of vertices. In this case 570 vertices.
Double
click the object to preview it. In this case Hogan's belt is off the
screen so I needed to zoom out with the mouse wheel to see it.
6.
Click the import button and select the object you want to import. In
this example, belt_570.obj. If you have done everything correctly, the
object will be imported and the viewport will display the new edited
object.
7.
Inject your edited yobj back into your pach file using the compress and
inject function in x-packer. Then inject pach into pac as normal
That's it, the edited yobj should load in game displaying your changes.
Things i haven't tested:
- I coded functionality to change texture coordinates but don't know how to do unwrapping so I couldn't test this.
Hi can you tell me the way to import textures to PAINT TOOL in SVR 2011 ?????
ReplyDeleteHere's my mail: minecity@outlook.com
Download link plz
ReplyDelete