modeling rooms in 3dsMAX

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belfegor
Posts: 383
Joined: Mon Sep 18, 2006 7:22 pm
Location: Serbia

modeling rooms in 3dsMAX

Post by belfegor »

I think this topic is not for begginers forum so i put it here.
I want to create FPS shooter game with 100% indoor levels.
And i want my rooms to be bumpmapped with a shader.
Lets say first room:
floor & walls one diffuse texture, ceiling second and the other two normal map texture for them.Is it posible or i have to do my floors, walls & ceilings
as separeted meshes?
Sorry for the noob question but i m "one man army" and have to do all stuff
by my self("who doesnt ask never gets an answer").I just wanted to say that im not
some kind of hobyist and im going to stick with irrlicht until i learn to make
my own.
Small FPS demo made using Irrlicht&NewtonDEMO
InfoHERE
Its at very early stage but i think im crazy enough to finish it all alone.
finger007

Post by finger007 »

It can be one mesh using several textures.
Which texture to load where is decided by UV-coordinates. So thats what you have to go for when texturing after modeling. Make sure you check that little box "create mapping-coords". That way you're able to UV-texture your model.

From there you should be good to go.

Cheers,
finger007
belfegor
Posts: 383
Joined: Mon Sep 18, 2006 7:22 pm
Location: Serbia

Post by belfegor »

Forget about that question.I ll just make them separeted meshes.

I know that it can be more then one texture per mesh(4-irrlicht, 8-irrspinz)
And about that checkbox "create mapping coord" i think its on by default,
i always use UVW modifier so it doesnt have to be checked(or am i wrong).

I have another problem, iv noticed that mesh transformations are ignored
(translation, scale, rotation) and have to set am up manualy in irrlicht.Is
it due exporter, irrlicht or its just me?
Iv try 3 exporters (panda, .x(from DX SDK), Quest3D) its all the same.
Small FPS demo made using Irrlicht&NewtonDEMO
InfoHERE
Its at very early stage but i think im crazy enough to finish it all alone.
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

Forget about that question.I ll just make them separeted meshes.

I know that it can be more then one texture per mesh(4-irrlicht, 8-irrspinz)
this is just a wrong deduction, as you missunderstand the meaning of paralell tesxture layers (4or8) and number of materials in a mesh. You can have a lot of materials with 2 layers (diffuse and normals, some extremist wants aldo a detail map, that's 3, and what to do with 8 parallel textures... I don't know, maybe some physiqyes :P )
what is this thing...
sivagiri
Posts: 22
Joined: Sat Jun 10, 2006 4:31 pm

Post by sivagiri »

Hi,

I also made a roommesh.

First step make a roommesh.

Second: add multimaterials to mesh.

Third: save it in 3ds.

Forth: put the materials in the same directory where the roommesh is...

fifth: load it in the program and you'll be okay.

sivagiri

You don't have to scale etc. iof you did it propaly in 3ds max.
belfegor
Posts: 383
Joined: Mon Sep 18, 2006 7:22 pm
Location: Serbia

Post by belfegor »

yes i missunderstud that.If i understood you correctly:
i have wall with a window(glass) single object
(first material) glass->transparent + (second) wall->lightmaped = 3 texture.
is it posible and how to refer them separetly to setup materials?
Small FPS demo made using Irrlicht&NewtonDEMO
InfoHERE
Its at very early stage but i think im crazy enough to finish it all alone.
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

http://irrlicht.sourceforge.net/docu/cl ... de.html#a9

also see the SMaterial class that GetMaterial() returns, that class contain first or second layer... of the material
what is this thing...
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