ORIGINAL: benpark
How do you import another MS3D model into another that you are currently working on? I don't see an "import MS3D" under the import menu.
Yeah I know. And nobody told me. I tried almost every "import" type...
(And there is scant info on the net about this. (Took me a few days to get it.)
Anyway,
Along menu bar at top, under "Tools' /directX mesh/then save button menu".
IMPORTANT NOTE: MS3D doesn't import 'skeleton or joints'. Meaning all animations and fireing point 'bones' need to be redone for already done model.[&:]
Stridor's tutorial here gives an already done PzII _as a MS3D file type_. You can open that and screw with it --learning how to select (by vertixes or faces) and move and shape those triangle /faces etc.
Then save to File/ Export/ Directx (JT) (If you have MS3D registered version).
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Here's a tutorial I've put together so far from scant info and trial and error....
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Import Directx under Tools/DirectX mesh/Save button menu. _Doesn't import animations and skeletons._
~X,Y,Z (Hori vert depth); '+' or '-' is range
~Select under "model" tab
>"Vertixes" (ignore background)
-shft+left =select
-shft+right =deselect [touch Or lasso]
(Hide/unhide inner vertixes ctrl H/ctrl U)
(ctrl shft A deselects all)
>face('triangles') --check box 'by vertixes'.
>group (grabs all)
~Rotate = left drag vertical
~Scale (rounds shapes)
-left drag =hori
-right drag =verti
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Mirroring duplicates:
`select by face
`duplicate selection (under Edit)
`Mirror
`delete touching faces ("select" "face")
`snap
`weld
`regroup as one mesh
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"Smoothing" =rounds off
"Sub divide" =adds internal faces
-Good PC handles 700 "faces"/"triangels"
~~
flip
Export-
-"DirectX(JT)"...
.right handed
.1.0 scale
.exclude options
.animat-time-factor [low] 100 (all frames)
.direct x format
.Skin Bones
.binary (smaller) S&B templates
-other directX must have 'dotX' manually written.
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Joint =right foot in PzC
MS3D unit =2.54m in PzC
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SHORT-CUT KEYS
Ctrl + O------------goes to open file
Ctrl + S------------save file
Ctrl + Shift + S-----Save file as
Ctrl + Z------------Undo
Ctrl + R------------Redo
Ctrl + D------------duplicates selection
Delete-------------Deletes selection
Shift + Delete------Deletes all
Ctrl + A------------Selects all
Ctrl + Shift + A-----De-selects all
Ctrl + I-------------Inverts what is selected to unselected and unselected to selected
Ctrl + H------------Hides what is selected
Ctrl + Shift + H-----Unhides all
Ctrl + N------------Takes selected vertices and "snaps" them to same point
Ctrl + G------------Makes selected vertices align to grid lines
Ctrl + W------------Weilds selection
Ctrl + Shift + W-----Unwields selection
Shift + Q-----------Unwields selection in circle form
Ctrl + P-------------Divide edge
Ctrl + Shift + (X/Y/Z)-makes selection have no (X/Y/Z) depth
S------------------Sphereify
Ctrl + Shift + E-----Lets you change/adjust vertex info manually
Ctrl + Shift + F-----Inverts Vertex Order (makes selected face point other way)
Ctrl + 3/4----------Increases poly count 3/4 fold
Ctrl + E------------Turn edge
F------------------Create face
Ctrl + M-----------Smooth All
Ctrl + K-----------Set Keyframe (Animation)
Ctrl + Shift + K----Delete Key Frame (Animaion)
Ctrl + T-----------Texture Coordinate Editor
Spacebar----------Maximize/de-maximize current view
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Short cut keys for tools:
F1 ------------- Select
F2 ------------- Move
F3 ------------- Rotate
F4 ------------- Scale
F5 ------------- Verticies
F6 ------------- Faces
F7 ------------- Extrude
F8 ------------- Joints
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Rotate manually 180 along the x axis, then flip the 'normals' for the part to be right side up. (Each progg assumes it's XYZ are correct.)
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The Pak36 on the 251 was built by...
.importing the the X file into MilkShape3D (tools/diretX mesh/save button menu)
.and then removing some parts, (select by lassoing vertixes, delete)
.tweak the gun a bit to line up with the 251, (select by group; move up [--then delete touching faces, snap and weld])
.assigning firing bones, (joints)
.then exporting it back out --renamed 'turret'. (export/directX(JT)[settings])
Note, when I import an X file it reverses the polygons. I had to do some manual flipping of the Z and reversing the polygons.
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Taking an existing model from the game one should flip the z vectors going to the modelling software. Then flip them back going out to the game.
Using AutoDesk and Polytrans I have to flip z-vectors going from AD to .x too.
If you get it wrong and your output is reversed so the colors don't show up try mirroring the object in Milkshake then export. I'm making the Jagdpanzer IV model series right now and found that I had one object reversed and mirroring it fixed it.
(The funniest part about the unflipped black color on the /10 is that my graphic card didn't have a problem displaying it whilst other folks' ...yes.)
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Also won't import skeleton and animation. Has to be redone, if needed. (skeleton-joint for this turret.)
The mesh importer with MS3D is kinda funky... Most of the mesh has to be assembled back together again to make it complete.
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MS3D texture
go into Materials, select the Body material then click the button which will then be marked "body.dds". Select where you have stored the body.dds file. Do the same thing for Treads as well. You can ignore the Tracks entry for now. MS3D makes textures temporarily transparent.
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As for DDS (like in "Paint-net")...
PzC:
.DxT1 (1 alpha ch) = 4bit
-512 = 171 Kb ['resize']
-1024 = 683 Kb ['resize']
.W/ MIPS
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