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hyyena

Second Lieutenant
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Jan 28, 2010
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50351CE4DB51606D56ADD1B9EE8F8EF451DC4109


So, i try import the model for the game but he dont appers the view in editor pannel, i press "continue" but nothing happens.

* The model is named "predio 80s"
* The all textures is named "predio 80s_d"
* The export is in meters

The textures:
Jb7gmCw.png


First i try use one office 4x4 for base, nothing happens and the continue button now is off.
FYe1z8T.png


So, i dont understand, what i did wrong?
 
Hey there! We've been using nearly the same software I see, and since I have had that issue too when I started, I hope I can help you out.

Things I did to make things work, after informing myself and trying many times, can be summed up to basically this:

- Collapse -all- modifiers in every piece of your model.
- Working in 3Dmax, convert your model to Editable Mesh, and attach every other piece into the same object. They will remain separate as "elements" inside the Editable Mesh object, so don't worry about needing to edit them later.
- Prior to attaching, as a precaution, is good to make a pass of the Face Normal modifier over each piece (then collapsing it), to be safe that their topographical normals are all correct. Specially significant if you have cloned or instanced mirrored pieces.
- Make sure all polygons have the same Material ID.
- Make sure every polygon has been covered by an UVW modifier at some point, or created with UVW coordinates active (valid only if remaining as a basic geometry).

- When exporting to FBX, you'll want to make sure also that the only checked items in the exporting options are geometries and meshes. Disable everything else, like cameras, light, animations (even if your scene doesn't include any of those). A safer method, I've decided to use, is to simply click the "Export selected Object" path instead. This will make certain that only your single model object is included into the exported FBX file.
- Also, even if you aren't using them yet, I suggest creating every map the game expects to find, before trying to import. Diffuse, alpha, specular, normal, color, illumination. (d, a, s, n, c, i) Six maps per model. Just leave blank every one you don't need (with black, white or normal's base blue, respectively for each type of map)

I hope these tips help you... It's all I have gathered thru experience this past week.

( Edited because I forgot one thing )
 
Last edited:
I use the autocad, i make in 3D the moddels drawing and making blocks, and export for 3Dmax.
I dont understand "attach every other piece into the same object"

And i dont know how colapse the model, i try looking in tutorials but i complete lost...

Thanks for the tips!
 
In 3Dmax... How many objects are in your scene? Can see that by clicking Select List.

You should pick your main object, right click on the scene, and the contextual menu will show (among tenths of other things) "Convert to"... "Editable Mesh". That will do for a start.

Now, on the right-side toolbar, those tabs... see the second one? A blue cornered tube? Quarter of a donut, if you like. Click it. That will show the Modifiers menu. From there is where you'd do the rest of the tips I shown you. If you get it so far and wanna go on, just let me know in your answer, and I'll try to keep helping.

On a side note, I think "predio" is a Spanish word, so I dare guess you speak... spanish? So do I, actually, so if you'd prefer to continue this conversation in the Spanish forums, start a thread there so we can try a more fluid communication. http://forum.paradoxplaza.com/forum/forumdisplay.php?101-Foros-Espa%F1oles