3ds Max to OOF
Posted: Sun Dec 18, 2011 7:04 pm
I don't know why, but I started working on this model before I ran any tests to see if I could get it into D3. (Okay, that's not true, I ran a test using a simple sphere which was successful save the kink I'm about to ask about.)
I'm modelling in 3ds Max 2011. Before exporting, I run the MaxOOFutility.ms script utility, welding all redundant vertices, and assigning materials. I then export as an ASCII scene export, newship.ase, and use 2orf.exe to convert the ASE into an Outrage Room File, newship.orf. From here I open it with SuperSheep's OOF Editor v1.518, and the end result is... unique. Because 2orf can't handle the entire model at once, I'm having to process this one submodel at a time. I've started with the fuselage, which is texture mapped (and I'll touch on that in a moment.)
Fuselage in:
Fuselage out:
I'm not too worried about the orientation change, I got that figured out, and know how to turn the ship so it's properly aligned later; no problems there. What has me bummed out, though, is the way this model is appearing in OOF Editor. The mesh displays properly; it's all there in all its proper glory, but when I turn on the color/texture rendering methods I get this big, flat colored shape that looks like it could be the fuselage of my fighter. Worthy of note is that when I tell OOF Editor to recalculate the normals, they all point the same direction. O_o I'm not sure what that's all about. Here, let me go get a screenshot of that.
Finally, as I promised to touch upon texture mapping, textures aren't transferring in, either. I mapped and collapsed the UVW map in 3ds, applied the material, named the material wolfgxfuselage, and pointed it to wolfgxfuselage.tga. Unfortunately, there's no reference of material or file in OOF Editor when I load what you see above.
Thanks for your time, guys.
I'm modelling in 3ds Max 2011. Before exporting, I run the MaxOOFutility.ms script utility, welding all redundant vertices, and assigning materials. I then export as an ASCII scene export, newship.ase, and use 2orf.exe to convert the ASE into an Outrage Room File, newship.orf. From here I open it with SuperSheep's OOF Editor v1.518, and the end result is... unique. Because 2orf can't handle the entire model at once, I'm having to process this one submodel at a time. I've started with the fuselage, which is texture mapped (and I'll touch on that in a moment.)
Fuselage in:
Fuselage out:
I'm not too worried about the orientation change, I got that figured out, and know how to turn the ship so it's properly aligned later; no problems there. What has me bummed out, though, is the way this model is appearing in OOF Editor. The mesh displays properly; it's all there in all its proper glory, but when I turn on the color/texture rendering methods I get this big, flat colored shape that looks like it could be the fuselage of my fighter. Worthy of note is that when I tell OOF Editor to recalculate the normals, they all point the same direction. O_o I'm not sure what that's all about. Here, let me go get a screenshot of that.
Finally, as I promised to touch upon texture mapping, textures aren't transferring in, either. I mapped and collapsed the UVW map in 3ds, applied the material, named the material wolfgxfuselage, and pointed it to wolfgxfuselage.tga. Unfortunately, there's no reference of material or file in OOF Editor when I load what you see above.
Thanks for your time, guys.