Mapping with 3dS

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  1. #1
    Account Upgraded | Title Enabled! exercitus is offline
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    Mapping with 3dS

    im having a few troubles with 3ds and already did some research but nothing helped

    first problem : lightmap

    okay, i have my omni light in the scene. it radiates light, but the viewport wont show shadows. I ticked the shadowbox on, still no shadows. mhmm, alright. who cares about shadows anyway! moving onward, exported fine. opening MapEdit, map shows up but without the lights that worked properly (except for shadows) in max :(. ticked the 'show lightmap' box, still nothing. generating lighmap gives me a totally black lightmap.
    heres my light in the xml:
    Code:
    	<LIGHTLIST>
    		<LIGHT name="Omni01">
    			<POSITION>0.0000000 0.0000000 2118.2487793</POSITION>
    			<COLOR>1.0000000 1.0000000 1.0000000</COLOR>
    			<INTENSITY>1.2100000</INTENSITY>
    			<ATTENUATIONSTART>80.0000000</ATTENUATIONSTART>
    			<ATTENUATIONEND>200.0000000</ATTENUATIONEND>
    			<CASTSHADOW/>
    		</LIGHT>
    max light settings :



    second problem : collision models wont work(?)

    i made a very simple map, just a few cylinders, nothing too detailed. so basically, my 'textured' model and collision model are identical. i think i named them all properly, the textured ones are called pass_x and the collision is called hide_x. they both are placed on the same coordinates, but ingame it looks like the collision map didn't work at all.


    i can go as far outside the map as i want without falling off. inside the map, i can hang onto the walls and whatnot, but they're not solid meaning i can walk thru them.




    maybe i named stuff wrong? not sure what but here's the scenelist



    i hope i provided enough information for you to figure out what went wrong, cause i have absolutely no idea even after guuglin.


  2. #2
    2D > 3D Wucas is offline
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    Re: Mapping with 3dS

    Did you build LightMap to begin with? Doesnt look like it, and without a lightmap being built, how can you expect shadows....

    World edit -> 4th Tab -> 1st Button

    As for the collision, since your collision isnt solid it will not be created, so instead the failsafe comes on and it builds a single collison at z=0. Just create a solid object (rather then this open one) and try to use that for your collision hull (hide_).

    As for the ability to slash and grab walls but you walk through, that is an attribute of "pass_"; you have the ability to go through it, but weapons are effected by it. If you wish weapons not to be effected, there are others pass prefixes that would work for that.

    On another note I would personally add a few more lights, even if that was bright and the distance large, if shadows are being cast it will cause some areas to be more well lit then others and it will just look mehish.

    and delete the sfx folder in your client, those white frames are eek

    and add a skybox. This may look nice with it, IDK, download is in the description
    Last edited by Wucas; 04-08-12 at 12:52 AM.

  3. #3
    Ninja Goblin HellSniper is offline
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    Re: Mapping with 3dS

    You just duplicated the mesh and renamed it with hide_# ...
    In order for the plugin to successfully get out working collision, the collision mesh has to be simple AND closed.

  4. #4
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Mapping with 3dS

    okay, i didn't really get what you meant by a 'closed' collision, but i assumed that you meant closed as in a closed box. that did the trick, sorta. the collision is aligned with the mesh, but this happens :


    and the collision in HellSniper's Arena map didn't look closed and he split them in 400 objects and i assumed they were just planes/polygons.

    and the problem with the lightmap is that it's either overlit or completely black in WorldEdit when i generate it, but it looks good in max. i also changed the attentuation (or however you spell it), but it just wont work.
    and a quick question: if i tick the shadowbox on in the omnilight settings and it doesn't show shadows in the max viewport, will there still be shadows once i bring them in WorldEdit. it seems my settings in max are wrong and therefore wont show in the viewport..

    oh, don't worry about skyboxes and such, i'm just testing out the max plugin and wanted to see if i could get everything to work before starting a real project :)

    here's my max scene:
    http://dl.dropbox.com/u/61656265/mapptest1.max

  5. #5
    Ninja Goblin HellSniper is offline
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    Re: Mapping with 3dS

    I can only guess from that screenshot that you are standing in the air.
    Yes, closed as in closed volume, not a open shape.
    Planes dont work for collision as they are a single poly and not a closed volume.

    Your collision hull isnt the way i meant it to create.
    Arena has only 106 collision objects, keeping the objects simple improves the outcome.
    Here is a wireframe screenshot: www.puu.sh/Ozog

    If you want a shadow preview in your viewport turn on hardware shading & shadows.
    As for your lightmap problems, your map generates a empty lightmap, dont ask me why, im not sure myself.
    There are some things i dont understand why they are happening. (empty lightmap and sometimes the plugin fails to get any collision polygons)

  6. #6
    Enthusiast Eagle2012 is offline
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    Re: Mapping with 3dS

    Very nice map.
    It has lot of curves and brushes.

    Do Gunz lightmap can apply to that 3D max?

  7. #7
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Mapping with 3dS

    Quote Originally Posted by HellSniper View Post
    I can only guess from that screenshot that you are standing in the air.
    Yes, closed as in closed volume, not a open shape.
    Planes dont work for collision as they are a single poly and not a closed volume.

    Your collision hull isnt the way i meant it to create.
    Arena has only 106 collision objects, keeping the objects simple improves the outcome.
    Here is a wireframe screenshot: www.puu.sh/Ozog

    If you want a shadow preview in your viewport turn on hardware shading & shadows.
    As for your lightmap problems, your map generates a empty lightmap, dont ask me why, im not sure myself.
    There are some things i dont understand why they are happening. (empty lightmap and sometimes the plugin fails to get any collision polygons)
    aah, that's where i went wrong. it's working properly now, thanks!
    only the lightmap problem remains.. my lightmap isn't empty, it's just overlit. however, in 3ds, the lights look good/normal (the shadow problem is fixed too. i used your method before, but because my light settings were too high without me noticing it, i thought it was wrong xd).

    here's my lights in xml :
    <LIGHTLIST>
    <LIGHT name="Omni01">
    <POSITION>0.0000000 -4165.4550781 1944.6802979</POSITION>
    <COLOR>1.0000000 1.0000000 1.0000000</COLOR>
    <INTENSITY>0.1674740</INTENSITY>
    <ATTENUATIONSTART>1696.9002686</ATTENUATIONSTART>
    <ATTENUATIONEND>2000.0000000</ATTENUATIONEND>
    <CASTSHADOW/>
    </LIGHT>
    <LIGHT name="Omni02">
    <POSITION>1355.5964355 3247.1616211 3747.1525879</POSITION>
    <COLOR>1.0000000 1.0000000 1.0000000</COLOR>
    <INTENSITY>0.0874740</INTENSITY>
    <ATTENUATIONSTART>4007.3505859</ATTENUATIONSTART>
    <ATTENUATIONEND>24146.1757813</ATTENUATIONEND>
    </LIGHT>
    and this is the map in worldedit

  8. #8
    Ninja Goblin HellSniper is offline
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    Re: Mapping with 3dS

    Worldedit also outputs the light bitmap.
    Your light bitmap should be black...
    What ever, as you can see your shadow is harsh and doesnt fade.
    Thats not realy what you want, therefore you want the global illumination setup, again, look up map xmls by maiet or the xml of arena/pavilion by me.
    Decrease the intensity of all your lights, should do the trick, alternatively decrease the lights range (attenuation end).

    On a other note, tone down your poyls, its only a test, though you "waste" to many polys making everything realy smooth and stuff.
    So far everything beyond 15k polys (of the map) is glitched/not displayed, while doing some tests.

  9. #9
    Member DJMiki is offline
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    Re: Mapping with 3dS

    At least you know how to build on 3dmx I know only in gtk successfully anyway :)

  10. #10
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Mapping with 3dS

    Does gunz support the Multi/Sub-object material option in 3ds?

  11. #11
    Ninja Goblin HellSniper is offline
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    Re: Mapping with 3dS

    Quote Originally Posted by exercitus View Post
    Does gunz support the Multi/Sub-object material option in 3ds?
    Yes, altough you can just clear your material editor slots, aslong as your objects have a material assigned (if in the editor or not) the plugin will export the material accordingly.

  12. #12
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Mapping with 3dS

    alright, so i still haven't fixed my lightmap problem yet. I made a new map, but i still get the same result. Ive been fucking with the attenuation and even halfed the intensity of my lights but it still looks the same (overlit). I really dont know what to do now >:

    <LIGHT name="Omni01">
    <POSITION>-3094.2524414 -2247.6503906 4316.7260742</POSITION>
    <COLOR>1.0000000 1.0000000 1.0000000</COLOR>
    <INTENSITY>0.3000000</INTENSITY>
    <ATTENUATIONSTART>2000.0000000</ATTENUATIONSTART>
    <ATTENUATIONEND>4000.0000000</ATTENUATIONEND>
    <CASTSHADOW/>
    </LIGHT>
    <LIGHT name="Omni02">
    <POSITION>1.4689941 2608.8388672 4316.7260742</POSITION>
    <COLOR>1.0000000 1.0000000 1.0000000</COLOR>
    <INTENSITY>0.2000000</INTENSITY>
    <ATTENUATIONSTART>200.0000000</ATTENUATIONSTART>
    <ATTENUATIONEND>4000.0000000</ATTENUATIONEND>
    </LIGHT>
    <LIGHT name="Omni03">
    <POSITION>-499.7856445 676.4714355 2454.8674316</POSITION>
    <COLOR>1.0000000 1.0000000 1.0000000</COLOR>
    <INTENSITY>0.2000000</INTENSITY>
    <ATTENUATIONSTART>2307.1999512</ATTENUATIONSTART>
    <ATTENUATIONEND>4000.0000000</ATTENUATIONEND>
    </LIGHT>

    http://dl.dropbox.com/u/61656265/rooftop_blitz.max

  13. #13
    Ninja Goblin HellSniper is offline
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    Re: Mapping with 3dS

    Like i told you, worldedit generates a empty/corrupt lightmap.
    I dont know why it does it, but thats your problem.
    Ive did some stuff on my own to try to solve it on your test map, couldnt find a solution.

  14. #14
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Mapping with 3dS

    i dont think WorldEdit has any problems tho.. Town lightmap generated fine.. must be something in max? i'll try a clean install

  15. #15
    Ninja Goblin HellSniper is offline
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    Re: Mapping with 3dS

    Quote Originally Posted by exercitus View Post
    i dont think WorldEdit has any problems tho.. Town lightmap generated fine.. must be something in max? i'll try a clean install
    Its not a max problem.
    Though i only have the same problem on a blender made map.

  16. #16
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Mapping with 3dS

    yeah, just figured that out too. i did make the map in blender, but a map in 3ds worked fine. couldn't find a difference in the settings tho.. guess i'll have to learn how to unwrap in 3ds :\



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