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Author Topic: The good old .3ds problem  (Read 5033 times)

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anarchist

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The good old .3ds problem
« on: June 06, 2011, 07:56:02 PM »

Hello fellow Muties,

We are having trouble with exporting .3ds files.

We have a scene in 3ds max(it is the original complete scene not a "naked" one). We export it to .3ds and then import it in wintermute. When I select the scene in SceneEdit the camera is available in the drop down (as Camera01). But, when I click on "Display scene geometry" I can see absolutely no change. The hidden geometry does not appear. Neither does the actor appear when I run the game. When I use actor.Talk() I can see the caption somewhere on the left of the screen.

The .3ds file is here http://www.mediafire.com/?nnlm1ubc25r2r5s

Thanks for any help given.

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keybone

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Re: The good old .3ds problem
« Reply #1 on: June 11, 2011, 11:45:19 AM »

sorry for my English :)  >:D

i have download your 3ds  and i open it with deep exploration but the in 3ds i don't find the camera.
The camera in 3d studio max should to be a target camera and not free camera.

For WME to recognize the right objects in the exported file, they need to be named in a certain way. Walk-plane names have to start with "walk_", for example "walk_floor", blocked object names start with "blk_", for example "blk_desk" and waypoint names start with "wpt_", for example "wpt_01"(from manual of wintermute, read it in section 3ds ).

then there aren't light for illuminate the scene.

for me is better cut the doors if the character need go into the house and the roof don't need for the moment.

then y can use only a standard material grey for all object (the file is more light).

I hope I have helped you

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Mnemonic

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Re: The good old .3ds problem
« Reply #2 on: June 15, 2011, 04:32:37 PM »

Yup, it's most likely the naming problem (unless you override the default name patterns with a .geometry file).
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anarchist

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Re: The good old .3ds problem
« Reply #3 on: June 16, 2011, 11:34:20 AM »

Thank you both. I feel so ashamed since I cannot blame the documentation for this  :-[  ;D

Mnemonic, could you please explain a bit on the .geometry file?
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Mnemonic

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Re: The good old .3ds problem
« Reply #4 on: June 16, 2011, 01:54:02 PM »

The geometry file is also described in the documentation :) But in short, as keybone said, WME recognizes relevant geometry pieces by their name (e.g. meshes starting with "walk_" are considered walkplanes, etc.). If you need to override these default naming conventions, you specify your preferred name patterns in the geometry file. In addition, you can define multiple such groups and specify which objects should receive stencil shadows and which should not.
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anarchist

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Re: The good old .3ds problem
« Reply #5 on: June 17, 2011, 10:30:47 AM »

Thank you for the information.
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