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Convert Model


Tio Akima

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Hello, can someone explain to me in detail how to convert a Max3d model to use in Rag ...?

Has a number of pixel rule, right?

 

the rule?

 

I'm not getting the youtube tutorials unfortunately. =/

 

thanks

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At what part of the tutorials are you stuck?

 

In BrowEdit there's an option to convert .3ds file formats to .rsm but you are correct, it can only have this many pixels/polygons. I believe the limit RO can handle is a total of 1700 (don't quote me on it though; it might be slightly more/less). Otherwise your client will either crash or become extremely laggy.

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At what part of the tutorials are you stuck?

 

In BrowEdit there's an option to convert .3ds file formats to .rsm but you are correct, it can only have this many pixels/polygons. I believe the limit RO can handle is a total of 1700 (don't quote me on it though; it might be slightly more/less). Otherwise your client will either crash or become extremely laggy.

 

hi Najara

 

this is my model. I made the kame house.
 
look, she has 1,481 polygons.
 
I'm trying to export to FBX and then convert in RSM
 
And so, to use the map with the browedit.
 
But I have a problem.
 
I can export only one object, for example a wall.
 
I can not export all together.
Conisgo not export the entire model.
 
How do I export the 3dmax the entire model?
 
kamehouse_final.png
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Hi, sorry by the late answer.

 

Najara is correct, although, for your aditional quesiton you need to combine all the models into one model to export it.

 

* Convert each model to editable poly (right click, convert to editable polygon)

* Look for the option "attach" (at the right panel) and then, attach each part of the model by clicking each one.

 

By then, you would have only 1 model now. Then you can export it and have it in browedit as 1 model.

 

You might notice you'll have to remake the textures.

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Hi, sorry by the late answer.

 

Najara is correct, although, for your aditional quesiton you need to combine all the models into one model to export it.

 

* Convert each model to editable poly (right click, convert to editable polygon)

* Look for the option "attach" (at the right panel) and then, attach each part of the model by clicking each one.

 

By then, you would have only 1 model now. Then you can export it and have it in browedit as 1 model.

 

You might notice you'll have to remake the textures.

 

Hi Olrox
Thank you for your help.
 
I have a few more questions regarding export.
 
I did what you said.
all turned into Editable Poly
I used the "attach" option.
 
the model has only one object: Box11
 
However I have been exporting it shows the following sentence
how should I proceed?
 
  The plug-in does not retain the orientation of Diagonals on Editable Poly objects. This could have an impact on modified UV coordinates.
Refer to the Online Help for more information. The following objects are affected:   
-Box11
 
Before exporting I should turn it into Editable Mesh?
 
after expose it, you need only use the RsmConverter, right?
 
thanks :D
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As I told you, the textures (uv maps) are need to be remaked after doing that.

 

Edit: If you need to know to do it, look for tutorials in youtube (like: "uv mapping 3ds max"). Thats something that can't be explained by just a post.

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As I told you, the textures (uv maps) are need to be remaked after doing that.

 

Edit: If you need to know to do it, look for tutorials in youtube (like: "uv mapping 3ds max"). Thats something that can't be explained by just a post.

 

thank Olrox
 
I managed to convert the template with your help
 
Now, I am learning to map and put the new texture.
 
grateful
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@Olrox  

 

I made the texture mapping again ...
 
(I did something just for testing, putting colors without much detail) and looked like this:
 
 
 
casakame.png
 
But when I put the model in BrowEdit
 
it looks like this:
 
texture.png
 
When I export the model, 3DMax creates a BMP texture ...
 
Where should I put this BMP?
In the Data folder?
 
I add in BrowEdit ...?
I'm not understand that part ...
 
thanks
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@Olrox  

 

I made the texture mapping again ...
 
(I did something just for testing, putting colors without much detail) and looked like this:
 
 
 
casakame.png
 
But when I put the model in BrowEdit
 
it looks like this:
 
texture.png
 
When I export the model, 3DMax creates a BMP texture ...
 
Where should I put this BMP?
In the Data folder?
 
I add in BrowEdit ...?
I'm not understand that part ...
 
thanks

 

 

I don't know if you solved this, if not...

If you are using RsmConverter you need to put the BMP in root folder "data/texture", if you want to see the textures later in browedit you need to add them in texturecustom.

And you must configure the browedit for read your data.  /no1

 

Regards,

Edited by Waken
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