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Post by Chavez on Feb 19, 2006 15:26:06 GMT -8
This is Willem Peit's tutorial and the Interceptor program. His link was corrupted...You can now get it here... I included the tutorials and screens of how to do it... Make sure when you import it into 3dsmax that you convert it to the right size...this is asked of you as you import each file... www.Vietcong-Coop.net Downloads-->Editing-->InterceptorPack.rar
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Post by Chavez on Jul 27, 2008 15:30:19 GMT -8
Here are the steps involved with the interceptor package...
I copied all of Willem (Pete's) useful information prior to his site going down...this interceptor program is located at www.vietcong-coop.net -->Downloads --> Editing --> InterceptorPack.rar - then read the "readme" instructions)... You will need to have DirectX9 installed in order to use this program, and follow these guidlines as well (from my word document - see below) Code: ---Working with the DirectX Interceptor by Willem (Peit) Saturday 26 November 2005
---Hi people! Welcome to a new tutorial. This one is about the DirectX Interceptor. The program captures a 3D model from the Vietcong Editor, and exports it to the .obj format. It can also save all the textures used on that object. ---The .obj format can be imported in 3D Studio Max. The captured object is far from perfect, but lots of times it can be fixed in 3ds. In this tutorial I explain how to use this tool. ---Extract the zip file you download somewhere to a directory on your computer, doesn't matter which. You need have an object that you will export. I will be working on this house (1). ---Let's start the programs we will use now, be sure always to start the interceptor first!--> (Test.exe), after that start the Vietcong editor...
(See 05_01.jpg)
---Ok Ehm. Yes. You see I created a scene especially for the exporting of the object (1). I deleted everything in my scene, except for the sky and my object (you can delete the sky though). It makes it easier to just export the single object. I used a map I was working on earlier, so I must be careful not to save the map later! ---In the Vietcong Editor, clean up your map. Press the home key, select everything and press select. After that delete the stuff by pressing the delete key. ---Now point your camera to your object, so that the object is fully in the screen. This is what we will capture.. ---Press the F12 key. The interceptor will start doing his work
***Note - This can take a while...*** Sometimes almost an hour depending on what size the object is and how many polygons there are. Some terrains cannot be intercepted!!!
---click "OK" in the messagebox when it's done. ---After it's done, you can see your object in the interceptor window. To export it, we use the File menu of the Interceptor. We will save the object too. ( Make sure to save with a short name eg. "ABC" ). Exporting creates the .obj files, which are the shape of the object. When we save, textures are saved, and some information the interceptor needs as well. ( When you save make sure the name you use is short also eg. "XYZ" ). ---Export and save the object somewhere. ---It's time to start 3D Studio Max now! We will import the object now. ---The interceptor usually creates lots of .obj files, because the objects consists of multiple parts. My house was about 15 .obj files. You can import files into 3ds by using File -> Import. ---But because sometimes there are lots of .obj files to add, we will use two lines of MaxScript to automate the process :-)
This is the code (notice the double backslash): files = getFiles "c:\\house\\*.obj" for f in files do (importFile f #noPrompt)
(See 05_02.jpg)
---Open the MAXscript listener by pressing the F11 key (1). Copy and paste the code in that window (2), and change the first line to read the path to where you exported your objects to (leave the \*.obj at the end!). Execute the code by selecting it (2), and pressing the NUMPAD (right) enter button. This will import all your objects. ---3ds will ask what to do when duplicate names are in the scene, just keep enter pressed until 3ds is done complaining and import all the object files :-) ---After it's done, it's all rotated and far away from the middle of your scene. You see that box in my picture? That was my sky, i'm going to delete that first. ---Now it's time to rotate and move the house to the good position. Select everything now first. We will use the type in box for this, because it always needs to be rotated the same way. ---Select everyting in your scene. Now select the rotate tool (3), and use the type in boxes (4) to rotate. For the X use 90 (press enter), and for the Y use 180 (press enter again). ---This is somewhat better already. But if you look very good, you see it's mirrored along the X-axis! Let's mirror it back, using the mirror tool. Press the mirror button (5), or use Tools -> Mirror, and tell the dialog you want to mirror along the X-axis. (See 05_03.jpg)
---We corrected the position and rotation of the object now. When you try to move it to the middle of the map using the Move tool, you might see that the arrows you use to drag the object for moving (so called gizmo) are far away from the object. This is because the Pivot, which is like the center of the object, has moved. To correct this, go to the Hierarchy panel (1), and click Affect Pivot Only (2). Move the Pivot back to the center of the object, using the move tool and by clicking the Affect Pivot Only button.
(See 05_04.jpg)
---If you look at your object, it's possible some of the faces are facing the wrong way. Im my house there were some holes in the wall. You need to correct these normals, using the Flip Normals tool (1). ---Click on the faces you want to turn. Sometimes wireframe mode can be useful for this (F3). Fix all the wrong normals, flip them to face the good side using the Flip Normals tool (1). ---The good thing about the exporting was that the texture coordinates were saved. So if you apply the original textures to it, it will be automatically be textured the right way! ---Open the material editor, and create Pteromat materials. When you SAVED in the interceptor, it saved the textures too. So go to that directory to select the textures. Create a material for every texture, and apply it to the corresponding object (see the mapping tutorial if you dont know how to do this). (See 05_05.jpg)
---Create materials, and use the textures that the interceptor saved. Apply it to the objects. ---Ok this is it, you can now export your object, modify it, whatever you want to :-) Be sure to give the material a collision, and a transparent type when needed. Also, some stuff uses the 2-sided option! ---Ok, anyway, this is quite a long tutorial, but if you know how to do it it wont take so much time. I finished this house in about 20 minutes. Ok, bye!
(See final picture - 05_01.jpg)
***Thank You Williem Peit for the excellent tutorial...Dont know where you are anymore, but i hope things are well with you and your family...***
The .jpg's are inside of the interceptor.rar package...have fun with this!!! Rick (Chavez_US)[/size]
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swagger
Private First Class
Posts: 5
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Post by swagger on Mar 8, 2009 0:40:10 GMT -8
(Sorry for bringing up this old post.) Hi, this tool has been very useful for me. Much thanks to Chavez and Williem Peit! For people using 3ds Max 5 or 6, you might have to get a plugin to import OBJ files. Here's one that works: www.vietcong-coop.net/site?node_id=6&action=show_data&p_id=509EDIT: Updated the link. Just realized you guys already had the plugins hosted on your site.
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swagger
Private First Class
Posts: 5
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Post by swagger on Mar 8, 2009 0:47:35 GMT -8
Question:
How do you capture large terrains, with caves inside? I'm trying to capture the terrain for HalongPort, but it might be too big for the Interceptor. Any ideas?
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Post by Chavez on Mar 11, 2009 22:46:43 GMT -8
Question: How do you capture large terrains, with caves inside? I'm trying to capture the terrain for HalongPort, but it might be too big for the Interceptor. Any ideas? Its better to collect the .bes -->import the .bes into 3dsmax--> reset X form...then make any modifications...
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swagger
Private First Class
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Post by swagger on Mar 12, 2009 0:13:37 GMT -8
How do you import the .bes? The plugins only provide for exporting to .bes, but not importing from .bes.
Is there another plugin? I'm working with 3ds Max 6.
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Post by Chavez on Mar 16, 2009 19:12:27 GMT -8
Hi Swagger,
I'm sorry for not getting to you sooner.
There was tools developed for VC2, which can be imported into 3dsmax. Ill have to check which specific files they are which allow you to import the .bes formats...
Be back soon...
Rick
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swagger
Private First Class
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Post by swagger on Mar 17, 2009 4:08:45 GMT -8
Thanks Chavez! I found "VC2 3DStudioMax Plugins" at www.indiglow.co.uk/download.php?list.18I copied besImport.dli to my 3dsMax\Plugins folder, and it worked! Is there anything else I need to copy over? Anything else I need to do in 3ds Max after Import?
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Post by Chavez on Mar 17, 2009 5:23:40 GMT -8
there are two files...one is the besImport.cfg in the plugcfg folder the other one is the besImport.dli in the plugins folder i think... try to import any .bes and see if it works... There is a screen which pops up, asking about the scale for your object. I believe you have to set the "value to 1.0" . Afterwards you need to "reset X form" for the entire object. Also get the 3DSMax.OBJPlugs.rar import utility i uploaded to www.vietcong-coop.net ... this is a very useful tool used to import numerous obj files from other games and engines...most of the other games use .obj formats and can easily be converted from their game editors to a .obj format....also maya objects can be imported using this method. ** Additionally this can be used for importing .obj files from newer versions of 3dsmax to lower versions of 3dsmax. ** Rick
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