The first thing you'll realize when you want to build your map is that...you have basically nothing except textures and meshes outside of SB3U in a folder where you place your things.
You will have to import all of these into an xx and set up the materials in the xx.
Preparing your 3D file
I will use mqo because that is what I am familiar with for now.
You technically don't need to have software that can read mqo files because it's plain text, but it's easier if you do. Open the mqo file and write down the following:
-all of the objects in the mqo
-all of the materials in the mqo
Keep this list somewhere for reference cause you'll constantly be referring to it.
Preparing an XX file
Open an XX file in SB3U that you will be importing the map to. For simplicity, do the following:
- Remove all textures
- Remove all but one material (so you can copy it)
- Remove all but the "All_Root" frame
Your object tree should look like this now:
I would create a "SCENE_ROOT" child frame under "All_Root" to indicate that it's a map xx.
- Open a new workspace and drag All_Root into it.
- Set "Replace method" to "Add", then expand the hierarchy. click on the child (it should say "All_Root") and change it to "SCENE_ROOT"
- Click add/replace.
Your final object tree should look like this
Back-up this xx somewhere so you don't have to do this again in the future.
Back-up this xx somewhere so you don't have to do this again in the future.
- Drag all the images into SB3U. They should appear in the Img tab.
- Go to the texture tab and start adding each image
Adding Materials
- Go to the materials tab
- Select one of the materials and click Copy->new
- Select the newly created material, rename it, and assign the desired texture to it
- Click Apply to save your changes
- Repeat for all materials
- Go to the Object Tree tab and expand All_Root. I generally place my frames under another frame called "SCENE_ROOT", so you can create one if you want.
- Open a new workspace
- Drag one of the frames into the workspace
- In the workspace, expand the hierarchy and delete any meshes and extra frames until you only have one left
- Click on the hierarchy and specify the "Name of Target Frame" to be SCENE_ROOT and "Replace Method" to "add". This will add your new frame as a child to the frame SCENE_ROOT
- Click on the first child frame and rename it
- Click Add/Replace. You can now expand the object tree and you should see your new frame as a child of SCENE_ROOT
- Repeat this process until all the frames you need are added
Drag your mqo file into SB3U and it will appear under the 3D tab. Click on it and a new workspace will open.
At this point, if your frames and materials have all been set up correctly, you should be able just click Add/Replace and everything will be assigned appropriately.
Any errors will appear in the status log at the end of the operation. Common errors are
- Mesh x has an invalid material at index n - if you didn't create a material with the name that is expected
- Couldn't find frame abc, skipping mesh - if you didn't create a frame with the same name as the mesh
When all is complete, you will have finished importing your map ready to use.
There is a big note: after importing the meshes, none of the proper hex values have been set. In particular, transparency will become an issue. Read this for more information and how to deal with it.
sorry but,I've got lost on adding frames what will I do for it to match the mqo file that I have? how could I know how many frames are needed?
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