Guide: Adding new 3D units

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adherbal
The Artistocrats
The Artistocrats
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Joined: Fri Jun 24, 2005 6:42 pm
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Guide: Adding new 3D units

Post by adherbal »

The system of importing 3D models into the game has been inspired by Battle Academy - so credit goes to its development team for making this possible, or at least easier :)

To create 3D models, you will need access to the 3D Studio MAX or GMAX modelling software, as well as a paint tool to create the model textures.

1. Download the exporter script for 3DS Max or GMAX.
2. Place the file in the Scripts\Startup folder inside the MAX install folder.
3. Start MAX and go to Customize -> Customize User Interface.
4. Select the Toolbars tab.
5. In the Catagory dropdown select the ArtistocratsTools category.
6. Drag the OoB Export entry onto your toolbar.

As an example of a 3D model, download this FBX file and import it into MAX. Then, clicking the new OoB Export button will allow you to export and save an MBT file. MBT files can be placed in the Units folder of you mod.

Note: When you run the game it will recode any MDT files into MDB files, the binary equivalent, which are much faster to load. It will then load this file from then on. So if you are tweaking the MDT file, you will need to ensure you delete the MDB to see changes in the game.
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adherbal
The Artistocrats
The Artistocrats
Posts: 3900
Joined: Fri Jun 24, 2005 6:42 pm
Location: Belgium

Re: Guide: Adding new 3D units

Post by adherbal »

More information about unit models in MAX:

- There has to be one and only one root object. This is the object which has no parent object. All other objects need to be children of a hierarchy connected to the root object.
- Special object names:
Models starting with "turret" will be treated as gun turrets in the game, rotating toward enemies in combat.
Models starting with "turretRear" will be treated as rear facing gun turrets.
Models starting with "barrel" will have a recoil when firing.
Models starting with "propellor" will have a horizontal spinning rotation.
Models starting with "radar " will have a vertical spinning rotation.
Models named "wX", with X being a number are "weapon points" and can be used in effectSequences.txt to connect with firing effects
Models named "dX", with X being a number are "damage points" and will generate fire and smoke when the unit is turned into a wreck
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