354 | | ||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]] the props:[[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image011.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image012.gif''')]]'''[[BR]][[BR]][[BR]]||'''Step 2 - Pivot Placement'''[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]] next should move our object to the centre of the 3dsmax world. In order to do that we need to make sure our pivot point is in the correct location.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image013.gif''')]]'''[[BR]][[BR]][[BR]]Click on the hierarchy tab, then click the pivot button, then the "Affect Pivot Only" button.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image014.gif''')]]'''[[BR]][[BR]][[BR]]Centre your pivot (X,Y) to the centre of your structure (or where you want it to be anchored in the game).[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image015.gif''')]]'''[[BR]][[BR]][[BR]]The Z is a bit different; we want to position this to the bottom of the structure. If we put it in the middle, then your structure would be 'buried' halfway in the game's terrain. Not good.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image016.gif''')]]'''[[BR]][[BR]][[BR]]Ok, you're now done moving your pivot. Turn off the 'Affect Pivot Only' button.[[BR]][[BR]]|| |
355 | | |
356 | | ||'''Step 3 - Detaching'''[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world. You can do this by just inputting zeros in the world coordinates at the bottom of the screen.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image017.gif''')]]'''[[BR]][[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image018.gif''')]]'''[[BR]][[BR]]The next step is to separate the props again from the object. So first we select all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image019.gif''')]]'''[[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image020.gif''')]]'''[[BR]][[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] While I'm at it, I'll go ahead and properly name the structure too.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image021.gif''')]]'''[[BR]][[BR]][[BR]][[BR]]||'''Step 4 - Setting the Prop Point'''[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need to create one.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image022.gif''')]]'''[[BR]][[BR]][[BR]]Click on the 'create' tab, then the helper object button, [[BR]] then scroll down and you will see a choice of 'PS Helpers'. Select that.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image023.gif''')]]'''[[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place a prop point. Once you place it, it will look like this:[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image024.gif''')]]'''[[BR]][[BR]][[BR]]|| |
357 | | |
358 | | ||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]] structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image025.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image026.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image027.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop point included! Repeat the same export for the prop point.[[BR]][[BR]]||'''Step 6 - xml code'''[[BR]][[BR]] [[BR]][[BR]]You're all done in 3dmax. Now it is time to look at the [[BR]] xml code.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image028.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will appear in Atlas). We are also pointing to the newly created *.pmd file. We call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed to go there.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image029.gif''')]]'''[[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be 'called up' by the code above). We are also pointing to the newly created PMD file. We call up the texture.[[BR]][[BR]] [[BR]][[BR]]'''Summary'''[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but for the beginner, this is a good way to start. You will find yourself refining your procedures with experience.|| |
| 354 | ||'''Step 1 - Attaching'''[[BR]][[BR]] [[BR]][[BR]]The next step is to select the structure and attach all [[BR]] the props:[[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image011.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]] [[BR]][[BR]]You will see the following menu pop up, just hit OK.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image012.gif''')]]'''[[BR]][[BR]]||'''Step 2 - Pivot Placement'''[[BR]][[BR]] [[BR]][[BR]]Now, all your props will be included in one object. We [[BR]] next should move our object to the centre of the 3dsmax world. In order to do that we need to make sure our pivot point is in the correct location.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image013.gif''')]]'''[[BR]][[BR]][[BR]]Click on the hierarchy tab, then click the pivot button, then the "Affect Pivot Only" button.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image014.gif''')]]'''[[BR]][[BR]][[BR]]Centre your pivot (X,Y) to the centre of your structure (or where you want it to be anchored in the game).[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image015.gif''')]]'''[[BR]][[BR]][[BR]]The Z is a bit different; we want to position this to the bottom of the structure. If we put it in the middle, then your structure would be 'buried' halfway in the game's terrain. Not good.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image016.gif''')]]'''[[BR]][[BR]][[BR]]Ok, you're now done moving your pivot. Turn off the 'Affect Pivot Only' button.[[BR]]|| |
| 355 | |
| 356 | ||'''Step 3 - Detaching'''[[BR]][[BR]] [[BR]][[BR]]Now, let's move our structure to the centre of the world. You can do this by just inputting zeros in the world coordinates at the bottom of the screen.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image017.gif''')]]'''[[BR]][[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image018.gif''')]]'''[[BR]][[BR]]The next step is to separate the props again from the object. So first we select all the prop objects like this image to the left.[[BR]][[BR]] Then we detach them.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image019.gif''')]]'''[[BR]][[BR]][[BR]]A new window will pop up.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image020.gif''')]]'''[[BR]][[BR]][[BR]]I'm going to go ahead and properly name it right here.[[BR]][[BR]] While I'm at it, I'll go ahead and properly name the structure too.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image021.gif''')]]'''[[BR]][[BR]][[BR]]||'''Step 4 - Setting the Prop Point'''[[BR]][[BR]] [[BR]][[BR]]Now, it's time to work with the prop point. First, we need to create one.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image022.gif''')]]'''[[BR]][[BR]][[BR]]Click on the 'create' tab, then the helper object button, [[BR]] then scroll down and you will see a choice of 'PS Helpers'. Select that.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image023.gif''')]]'''[[BR]][[BR]][[BR]]Now our prop tab looks a bit different. Go ahead and place a prop point. Once you place it, it will look like this:[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image024.gif''')]]'''[[BR]][[BR]]|| |
| 357 | |
| 358 | ||'''Step 5 - Exporting'''[[BR]][[BR]] [[BR]][[BR]]It is time to export! select both the prop point and the [[BR]] structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image025.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Go to File => Export Selected[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image026.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]Now go ahead and export your structure.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image027.gif''')]]'''[[BR]][[BR]] [[BR]][[BR]]And that's it! You just exported an object with a prop point included! Repeat the same export for the prop point.[[BR]]||'''Step 6 - xml code'''[[BR]][[BR]] [[BR]][[BR]]You're all done in 3dmax. Now it is time to look at the [[BR]] xml code.[[BR]][[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image028.gif''')]]'''[[BR]][[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (the name that will appear in Atlas). We are also pointing to the newly created *.pmd file. We call up the texture.[[BR]][[BR]]We name the prop point and tell it what actor is supposed to go there.[[BR]][[BR]] [[BR]]'''[[Image('''http://www.wildfiregames.com/0ad/images/artspec/image029.gif''')]]'''[[BR]][[BR]][[BR]] [[BR]][[BR]]In this code snippet:[[BR]][[BR]] [[BR]][[BR]]We have given it the proper name (that will be 'called up' by the code above). We are also pointing to the newly created PMD file. We call up the texture.[[BR]][[BR]] [[BR]][[BR]]'''Summary'''[[BR]][[BR]] [[BR]][[BR]]The tutorial above probably has some unneeded steps, but for the beginner, this is a good way to start. You will find yourself refining your procedures with experience.|| |