help with basic question's

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
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dodger
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help with basic question's

Post by dodger »

HI everyone,

I have some basic questions to ask ..
1."how do i convert a 3ds model [i.e a box] to rf format"
2."how do i import it into rf"
3."how do i get the model into my level"


[software i have are]

milkshape ...trial version
gmax
deep paint
irfanview

I have looked throught the forum and the manual but i,m still confused
would someone explain this a bit simpler please.

Thank you ....

Dodger.
:roll:
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steven8
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Location: Barberton, OH

Post by steven8 »

Import your 3ds model into Milkshape, then export it as Genesis BDY to the tools folder in your RF install. Place the textures for it in that folder as well. Then use astudio to convert it to an actor. Open astudio, File>New name your file. It will show output file as yourname.act, click the Body tab, select Genesis Body (.bdy), browse to your file and select it. Select the Paths Tab, and type in the path to the tools folder for the Materials Directory ie: C:\Reality Factory\Tools. Then click the build button at the bottom. Your actor should be created and placed in the tools folder. Open ActView.exe and browse to your new actor to see if it looks right.

Tips: make sure your textures are bmp and in multiples of 2 ie: 16 x 16, 32 x 32, 64 x 64, 128 x 128 etc.

To bring it into RF, use the static entity proxy. Make the name of the szentity your actor name, and place the actor in the actors folder : ie C:\Reality Factory\media\actors

Compile your level and it should be there. Anymore questions feel free to ask.

Best of luck! :D
Steve Dilworth - Resisting change since 1965!
dodger
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re:re

Post by dodger »

Thank you so much for your time and your quick reply Steven8
I will try this out now.

dodger. :D
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steven8
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Post by steven8 »

You're quite welcome. best of luck!!
Steve Dilworth - Resisting change since 1965!
dodger
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re:re:re

Post by dodger »

Hi again Steven8
I followed your instructions .. and everthing worked out o.k until
i tryed to get the model into my level ... i did the following

1. set up a static entity proxy
2. changed the name of the szentity to crate01a.act
3. placed crate01a,act into the actor folder

after i compiled the level there was no model
so i changed the szactor file also to crate01a.act and compiled the level again
this time the model showed up but was halfway through the floor of the level
i moved the model in the editor to the middle of the room but after compiling it went back to the same position

can you make any sense of this?

thank you...
Dodger.
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steven8
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Post by steven8 »

I found the the x in the middle of the entity representation is placed at the origin of your model. So, like when I made a rolltop desk which I wanted to place against a wall, I placed the origin in the middle of the model at the bottom back corner. Then, when I placed the entity in the level, I put the x right where the wall met the floor. Placed it just right.

Check the origin of your model in Milkshape. it may be right in the middle of the model, which would put it halfway through the floor if you placed then entity on the floor.
Steve Dilworth - Resisting change since 1965!
Jay
RF Dev Team
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Post by Jay »

Hi dogder,
when you place the model on another position, it gets to the same position, right? Meaning it must have moved there. The only thing i can think of is the gravity.

You could try to disable gravity in the properties of the StaticEntityProxy. I myself do this with every static object i put into my level. When you specified the right path for your actors in RFEditPro under Project->LevelOptions then you can see them in the editor and orientating them becomes quite easy.

But, like Steven8 said, it's still better to check the origin in Milkshape before you export a model. It has something to do with the 'root'-bone which can cause all of these problems like tables hanging in the floor etc.
Everyone can see the difficult, but only the wise can see the simple.
-----
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

Hi dogder,
when you place the model on another position, it gets to the same position, right? Meaning it must have moved there. The only thing i can think of is the gravity.

You could try to disable gravity in the properties of the StaticEntityProxy. I myself do this with every static object i put into my level. When you specified the right path for your actors in RFEditPro under Project->LevelOptions then you can see them in the editor and orientating them becomes quite easy.

But, like Steven8 said, it's still better to check the origin in Milkshape before you export a model. It has something to do with the 'root'-bone which can cause all of these problems like tables hanging in the floor etc.
Everyone can see the difficult, but only the wise can see the simple.
-----
dodger
Posts: 74
Joined: Sat Sep 23, 2006 10:16 pm
Location: England. u.k
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re:re

Post by dodger »

Hi Steven8
Hi Jay

you both helped to solve the problem


I am now aware of the the bone placement in milkshape
and the gravity in reality factory
up to now i have .. 2 cars and some crates in my level
all textured perfectly and in the right position.

thank you both for takeing the time to help me.

Dodger.
:D
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