How to add a 3D unit?
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How to add a 3D unit?
What tools are needed to add a 3D unit to the game? Like a new tank or building.
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We've not gotten the documentation together for that element yet, but the tools are pretty simple. We provide an exporter script for MAX, which exports a file which the game can use. You then set up the various animations in a text file with the unit. Obviously buildings are simpler as there is no animation required, just some data to define it's behaviour.
If there is significant demand then we can help to create exporters for other 3D creation tools.
Cheers
Pip
If there is significant demand then we can help to create exporters for other 3D creation tools.
Cheers
Pip
Do you mean Autodesk 3d studio Max, when referring to "MAX"? Is that a commercial programme? Would it be possible to use this,- (an open source free programme)
http://www.blender.org/
http://www.blender.org/features-gallery/features/
Which can export to 3ds files, but as the game uses a custom format do I assume that this programme would not be compatible?
I suppose I`m looking for an alternative free programme to create units.
http://www.blender.org/
http://www.blender.org/features-gallery/features/
Which can export to 3ds files, but as the game uses a custom format do I assume that this programme would not be compatible?
I suppose I`m looking for an alternative free programme to create units.
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There are quite a few free apps out there. MAX is indeed a commercial product, and pretty pricey too. One issue is that ideally we would provide a few of our models as basic templates for people to work on, but moving 3D models between different apps is waaaay more painful that it should be.
Let me do some research into how best to allow people without MAX to create new models.
Cheers
Pip
Let me do some research into how best to allow people without MAX to create new models.
Cheers
Pip
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@ pip: Could you tell me maximum poly count and texture sizes and any other information about the requirements for creating 3D models for the game. I'd quite like to have a go at making some tanks in Max. I don't actually have the game yet (cashflow) but the screenshots and video made me smile and I will be getting it in the next few days for sure! 

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Pip - is the exporter for Max released yet? Is it possible to make new soldier figures too as well as tanks/guns etc?
Also a good free app for modellers may be Gmax http://www.turbosquid.com/gmax
Also a good free app for modellers may be Gmax http://www.turbosquid.com/gmax
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Pip,
I've done some modelling with MS3D and Fragmotion using .X .... Could you please upload a .X version of the Churchill for me, with animations?
I downloaded your 3DS version of the churchill and it read the mesh ok (kinda, the turret and barrel where off with a few random cubes with really no UV map) and it didn't read the animations (if they were included). This at least gave me the basic size of a unit and reattaching the barrel and turret was just a matter of moving it a bit.
Now, my thoughts are these ... regarding .X ... but it depends on how much trouble it is on your end ...
If I can build a model and animate it .X , provide a basic skin and txt for frames etc .... could I PM you the model so you can Import into MAX and see if it works? I mean, if we (the modders) can build it (using any platform) and then just PM you guys for the conversion (pending it works), then PM back to us the converted s4f, I think it might be a hair easier than writing an export script for every platform.
I dunno ... I'd be more than happy to experiment with an .X version using the churchill as a test. The important thing is that I need an example of the animation to mimic the same on new models.
Just some ideas.
Thanks,
Rob
I've done some modelling with MS3D and Fragmotion using .X .... Could you please upload a .X version of the Churchill for me, with animations?
I downloaded your 3DS version of the churchill and it read the mesh ok (kinda, the turret and barrel where off with a few random cubes with really no UV map) and it didn't read the animations (if they were included). This at least gave me the basic size of a unit and reattaching the barrel and turret was just a matter of moving it a bit.
Now, my thoughts are these ... regarding .X ... but it depends on how much trouble it is on your end ...
If I can build a model and animate it .X , provide a basic skin and txt for frames etc .... could I PM you the model so you can Import into MAX and see if it works? I mean, if we (the modders) can build it (using any platform) and then just PM you guys for the conversion (pending it works), then PM back to us the converted s4f, I think it might be a hair easier than writing an export script for every platform.
I dunno ... I'd be more than happy to experiment with an .X version using the churchill as a test. The important thing is that I need an example of the animation to mimic the same on new models.
Just some ideas.
Thanks,
Rob
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I think there are too many links in that chain - not least my lack of knowledge of MAX and animation. The animations are (afaik!) included in the 3DS file, so it might be an import issue. Having said that, tank animations would be fairly simple to create I imagine, esp as they would probably be unit specific.
The non-textured cubes are emitter points, so they are nothing to worry about, they are needed
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Which tool would you be using to export the model? I'm happy to grab it and see about building an exporter - it's one of those 'teach a man to fish' things I think, or rather 'give a man an exporter...".
Getting .X versions of the models to make it easier to import the template models is pretty simple though - I'll do it first thing.
Cheers
Pip
The non-textured cubes are emitter points, so they are nothing to worry about, they are needed

Which tool would you be using to export the model? I'm happy to grab it and see about building an exporter - it's one of those 'teach a man to fish' things I think, or rather 'give a man an exporter...".
Getting .X versions of the models to make it easier to import the template models is pretty simple though - I'll do it first thing.
Cheers
Pip
I'll be using both MS3D and fragMotion to export (have to experiment first to see which is easier to export without too may switches to click) and fragMotion to import because MS3D can't import .X with animation (as far as I know, will have to check latest version).pipfromslitherine wrote: Which tool would you be using to export the model? I'm happy to grab it and see about building an exporter - it's one of those 'teach a man to fish' things I think, or rather 'give a man an exporter...".
the fragMotion website ... http://www.fragmosoft.com/ ... 60 day trial I think.
fragMotion is probably the way to go since it has C++ templates for plugins (download page).
If it works, I'll buy a licence for you in appreciation! Runs for $50 USD, worth it in my opinion.
Thanks,
Rob
Any luck ? I figured it was the weekend when I made the request.pipfromslitherine wrote: Getting .X versions of the models to make it easier to import the template models is pretty simple though - I'll do it first thing.
For an exporter ... either platform is fine, MS3D or fragMotion ... as before I can only import .x animated models in frag, ms3d only mesh importer.
thanks again!
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There are .X versions of the template models up, I have just added them into the 3DS zip, and I imagine I'll just add in any other template versions we use there too (which might mean I need to rename it!).
http://www.slitherine.com/files/bbc_ba/ ... ck_3DS.zip
Let me know if they correctly allow you to get the info into your tool. That's the first step!
Cheers
Pip
http://www.slitherine.com/files/bbc_ba/ ... ck_3DS.zip
Let me know if they correctly allow you to get the info into your tool. That's the first step!
Cheers
Pip
Pip,
The .x file seems to have an error in it.
Even DXViewer can't load the X .
Can you import the .x you provided back into AutoDesk without a problem?
I noticed the X is in ASCII .... export in binary and see if this helps (I dunno).
Also, grab a copy of fragMotion if you want, and see if it you can import different formats it supports and then post the one that works.
Thanks for great support!! No rush ... troubleshooting is the worst part of all this
The .x file seems to have an error in it.
Even DXViewer can't load the X .
Can you import the .x you provided back into AutoDesk without a problem?
I noticed the X is in ASCII .... export in binary and see if this helps (I dunno).
Also, grab a copy of fragMotion if you want, and see if it you can import different formats it supports and then post the one that works.
Thanks for great support!! No rush ... troubleshooting is the worst part of all this

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Pip thanks for the model link.
Ive tried loading these both models into Lightwave they just seem to explode, nothings retained in place.No animation.
C4D loads with everything still in place.There does seem to be an animation tracks.Unfortunately I don't know if its playing correctly (nothing to reference it to)
Were the textures included?
Ive not done game models or animation before so it may be me not doing something correctly.
Thanks
Ive tried loading these both models into Lightwave they just seem to explode, nothings retained in place.No animation.
C4D loads with everything still in place.There does seem to be an animation tracks.Unfortunately I don't know if its playing correctly (nothing to reference it to)
Were the textures included?
Ive not done game models or animation before so it may be me not doing something correctly.
Thanks
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The textures are part of the main 3D model drop - this zip just contains 'other' formats.
MAX doesn't come with a .X exporter (at least not the version we use), so I was using the Pandasoft exporter. I'll have to try and grab something which imports them and check out any versioning issues etc.
Cheers
Pip
MAX doesn't come with a .X exporter (at least not the version we use), so I was using the Pandasoft exporter. I'll have to try and grab something which imports them and check out any versioning issues etc.
Cheers
Pip
Pip,
I spent a few days troubleshooting why I can't import the X into MS3D or fragMotion and it seems a problem with those two platforms ... so don't worry about it. I was able to load it into Blender (mesh only) and a 3D object converter (mesh only) so it's a problem with other two.
Anyway, I can live without having an example of the animations ... I'll just ask you guys the questions when they come up.
I have a suggestion though ..... Instead of providing an exporter for each platform can they build a stand alone EXE that run's from the DOS prompt that can convert the .X or .3DS to .s3f ???
Thanks for your help.
I spent a few days troubleshooting why I can't import the X into MS3D or fragMotion and it seems a problem with those two platforms ... so don't worry about it. I was able to load it into Blender (mesh only) and a 3D object converter (mesh only) so it's a problem with other two.
Anyway, I can live without having an example of the animations ... I'll just ask you guys the questions when they come up.

I have a suggestion though ..... Instead of providing an exporter for each platform can they build a stand alone EXE that run's from the DOS prompt that can convert the .X or .3DS to .s3f ???
Thanks for your help.