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Tutorial: CMP/Animation/Sur Creation with Autodesk 3ds Max

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Tutorial: CMP/Animation/Sur Creation with Autodesk 3ds Max
Offline Lohingren
08-16-2011, 09:39 AM,
#1
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Posts: 1,097
Threads: 48
Joined: Sep 2007

3ds Max 9 CMP and MAT Exporter link -

http://www.mediafire.com/?hp9jim72iypfb8m

Ok here is how to export a CMP in 3ds max in this part of the tutorial il explain how to setup your model properly and export it properly, also below i have attached the CMP exporter for 3ds Max 9 and the Mat Exporter also. before we start, place both exporters into the Program Files/Autodesk/3ds max 9/Plugins folder

1) Ok here we go 1st of all open up your model, or import your model. Into 3ds max.

2) Now we need to attach the model together so it is a single mesh. This is how to do it.

Right click the model and click Convert to -> Editable Poly. Now left click on the model itself And on the right hand side select the modify section and hit the maximize button to the right of the 'attach button'

: Referance image below for this step

http://i53.tinypic.com/2076xpx.png

A window will pop up, select the 'all' button and then click 'attach', This will merge All your groups together into one mesh. If you do not have multiple groups, Then that is fine leave it that way.

: Referance image below for this step.

http://i55.tinypic.com/mbic6q.jpg

3) Now that we have a Single mesh we are now ready to start prepping the model for exporting. Click the Schematic View at the top Rollout in 3ds.

: Referance Image below for this step.

http://i56.tinypic.com/2mmelgj.png

A window will pop up, Now you should see your single group. Double Click the Group slowly to rename the group to whatever you like (recommend something that is relevant)

: Referance Image Below for this Step

http://i51.tinypic.com/2ak0dfn.png

4) Now to group the Mesh, On the top of the Screen you will see a drop down menu called "Group", click it then click the Group button. A box will pop up asking you what to name the Group. Name the group - lod0

Referance Image below for this step

http://i54.tinypic.com/264qh4g.png

Then Click the Group drop down and Group again, Name this group "Root"

Referance image below for this step

http://i56.tinypic.com/2hrlnig.png

5) Now Click File -> Export and select the .cmp exporter as your file type and name your cmp a relevant name. A window will pop up, Un-tick "Wireframe" And select "Create component for every object group, no relocation"

Referance image below for this step -

http://i53.tinypic.com/334n71e.png

6) Congratulations, you have now made yourself a cmp. Open up the Schematic view and see what magic this exporter does to your model "Automatically spits your Group into the proper texture meshes" After you have done this and your model is Properly split up, you can export your .mat file also with the .mat exporter.

7) Then proceed to opening up your .cmp and .mat file in UTF editor. And dragging the texture and material library from the .mat file into the ' / ' node of your CMP.

8) now drop down the VmeshLibrary node. and you will see a

cmpname.0.vms -> change this to cmpname.lod0.vms.

9) THIS STEP IS VERY IMPORTANT WHEN DOING PLANETSCAPES!?!? - This does not apply to ships and stations but will be the differance on wether or not your planetscape will show ingame. If your model is setup as a Multilevel cmp. (Please see image below)

http://i53.tinypic.com/2efhs7s.jpg

We have to change it to a single level CMP. This is easy, Simply Move the VmeshPart under your Root.3db node. And delete the "MultiLevel" Node. Like this

http://discoverygc.com/dev/index.php?actio...02.0;attach=792


[b]you are now finished you have a fully functional Scape. This tutorial applies to any model though from Ship to Station. I shall add a new post tomorrow explaining how to setup a .rev or .priv group for animations.

I hope this helped you all and if you have any questions feel free to ask

[Image: smniko.jpg]
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