- Joined
- Jun 15, 2013
- Messages
- 17
- Reaction score
- 8
_____3D custom model____
.
A ---compiling plugins---
1. open lunaplus source code. anmexp, maxexp and Mtlexp are plugin for 3DSmax. YOU SHOULD HAVE INSTALED 3DSmax SDK. versi 8 is recomended.
2. open maxexp folder. open maxexp.sln with vs2003
3. right click and select property. sorry my vs2003 is spanish but I am sure have same feature with other.
4. go to C/C++ > General. add/change 3dsmax8sdk(include and lib) to your current installed 3dsmax8sdk folder. mine as seen in picture.
5. here is another box you must change.
6. close property and compile
7. same goes to anmexp and Mtlexp.
8. copy Mtlexp.dle, anmexp.dle and maxexp.dle to 3dsmax8 plugins folder.
9. copy other luna dll(s) to 3dsmax8 folder.
.
B ---converting model(.obj) to mod file---
--weapon 1h sword--
1. for beginner. you should be better find 3d model in internet or ask your friend who have weapon model. and it's better in obj format.
2. click file > import and select obj file.
3. click Ok.
4. tadda
5. now we need to rotate it. click on object. click rotate. and put 90 at world offset.
6. click modifier. click object then you should see "Dummy" in modifier box. select Dummy and hit Delete key. the box should be disappear but not the model.
7. now we need coloring it. press M and material editor will be appear. scrool down. expand "maps". open file explorer, find tif file, drag and drop to disfuse "none" box. (if you don't have tif file, you can convert png file with adobe photoshop. make sure you add alpha channel to tif)
8. press H, select all. click edited material. click assign. click show on map.
9. result should be like this. if not, you can fix it with unwarp UV ("fixing texture" part below).
10. it's not over yet!!! select front view. click create. click shapes and select rectangel. create a tiny rectangel.
11. click modifier. rename rectangel to "Bone R" and convert it to mesh. (right click on rectangel to show option convert)
12. click front view. click Bone R. click select and move. go to coordinate box and put X:-8 Y:-0 Z:-4
13. open schematic view. connect all object to Bone R.
14. close schematic view. open file > export. in save as box, select Max custom binary exporter(MOD). this option should be appear if maxexp.dle loaded succesfully. put a name and click save.
15. click conv. MOD . wait till it finished. time to convert is depends on how big your file.
16. a new mod file will be created. make sure you saved your project.
.
C ---testing MOD file---
1. open model view. drag your mod file to screen. if everything is fine, go to next step.
2. copy mod and tif file to luna/data/3ddata/character. then open modlist_e_w.bin (I choose elf woman because my luna char). find OH_Sword001.MOD and rename it to your MOD file name. if you have "_DONOTUSEENGINEPACK" file in luna folder, you don't need to packing character folder.
3. bring up your luna server. login with test character. you can use GM-tool or RecoveryClient to get lv1 sword. and if everything fine, sword appearance will change to new model.
.
D1 (extra)---convert png to tif alpha channel---
1. right click png file. open with adobe photoshop.
2. click select > edit in quick mask mode.
3. save as tif. done
.
D2 (extra)---fixing texture---
if your texture is not seem right, you can fix it with unwarp UV.
1. open your project. click object you want to fix. click modifier and select unwarp UV. select Face. in parameter click Edit. a Edit box should be appear. in drop down list select tif file you use to change background.
2. now fix unfixed texture by dragging mouse.
3. if you thing has done. close editor. go to file > export and test it again.
.
.
note:
- I am looking for 3dmax8 luna model templates for each race (elf male, elf female, human male, human female, demon male, demon female) to create a new costume. if anyone can share their templates including Bone Structure, I would be really appreciate.
.
A ---compiling plugins---
1. open lunaplus source code. anmexp, maxexp and Mtlexp are plugin for 3DSmax. YOU SHOULD HAVE INSTALED 3DSmax SDK. versi 8 is recomended.
2. open maxexp folder. open maxexp.sln with vs2003
3. right click and select property. sorry my vs2003 is spanish but I am sure have same feature with other.
4. go to C/C++ > General. add/change 3dsmax8sdk(include and lib) to your current installed 3dsmax8sdk folder. mine as seen in picture.
5. here is another box you must change.
6. close property and compile
7. same goes to anmexp and Mtlexp.
8. copy Mtlexp.dle, anmexp.dle and maxexp.dle to 3dsmax8 plugins folder.
9. copy other luna dll(s) to 3dsmax8 folder.
.
B ---converting model(.obj) to mod file---
--weapon 1h sword--
1. for beginner. you should be better find 3d model in internet or ask your friend who have weapon model. and it's better in obj format.
2. click file > import and select obj file.
3. click Ok.
4. tadda
5. now we need to rotate it. click on object. click rotate. and put 90 at world offset.
6. click modifier. click object then you should see "Dummy" in modifier box. select Dummy and hit Delete key. the box should be disappear but not the model.
7. now we need coloring it. press M and material editor will be appear. scrool down. expand "maps". open file explorer, find tif file, drag and drop to disfuse "none" box. (if you don't have tif file, you can convert png file with adobe photoshop. make sure you add alpha channel to tif)
8. press H, select all. click edited material. click assign. click show on map.
9. result should be like this. if not, you can fix it with unwarp UV ("fixing texture" part below).
10. it's not over yet!!! select front view. click create. click shapes and select rectangel. create a tiny rectangel.
11. click modifier. rename rectangel to "Bone R" and convert it to mesh. (right click on rectangel to show option convert)
12. click front view. click Bone R. click select and move. go to coordinate box and put X:-8 Y:-0 Z:-4
13. open schematic view. connect all object to Bone R.
14. close schematic view. open file > export. in save as box, select Max custom binary exporter(MOD). this option should be appear if maxexp.dle loaded succesfully. put a name and click save.
15. click conv. MOD . wait till it finished. time to convert is depends on how big your file.
16. a new mod file will be created. make sure you saved your project.
.
C ---testing MOD file---
1. open model view. drag your mod file to screen. if everything is fine, go to next step.
2. copy mod and tif file to luna/data/3ddata/character. then open modlist_e_w.bin (I choose elf woman because my luna char). find OH_Sword001.MOD and rename it to your MOD file name. if you have "_DONOTUSEENGINEPACK" file in luna folder, you don't need to packing character folder.
3. bring up your luna server. login with test character. you can use GM-tool or RecoveryClient to get lv1 sword. and if everything fine, sword appearance will change to new model.
.
D1 (extra)---convert png to tif alpha channel---
1. right click png file. open with adobe photoshop.
2. click select > edit in quick mask mode.
3. save as tif. done
.
D2 (extra)---fixing texture---
if your texture is not seem right, you can fix it with unwarp UV.
1. open your project. click object you want to fix. click modifier and select unwarp UV. select Face. in parameter click Edit. a Edit box should be appear. in drop down list select tif file you use to change background.
2. now fix unfixed texture by dragging mouse.
3. if you thing has done. close editor. go to file > export and test it again.
.
.
note:
- I am looking for 3dmax8 luna model templates for each race (elf male, elf female, human male, human female, demon male, demon female) to create a new costume. if anyone can share their templates including Bone Structure, I would be really appreciate.