Djinni Wiki
Register
(The Witcher Exporter Manual)
 
(20 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
[[Category:Graphic contents]]
'''PDF download:''' [http://www.witchermod.com/djinni/WitcherExporterTut.pdf]
 
 
===Required Applications===
'''Tools Download:'''[http://www.witchermod.com/djinni/Witcher3dsMax9Exporter_REVISED.zip]
 
  +
#[http://www.moddb.com/games/the-witcher/downloads/3ds-max-exporter-for-the-witcher Exporter for 3ds Max 9]
[[image:RedFlameLogo.JPG]]
 
 
#3DS Studio Max
  +
#RTT(RendertoTexture) Plugin(optional?) used to generate the texture maps for the models, [http://www.rendertotexture.com/index.php?view=download download 30 day limited feature demo]
 
#the Djinni Toolset is not required to export at this time.
   
   
 
Note: At this time not all features are understood and are still being investigated as to what
== '''The Witcher''' ==
 
  +
exactly they do. We will be updating this document as we find them and learn their functions.
   
 
===Getting Started===
'''3DS Max Exporter
 
How-to guide'''
 
 
This is a guide intended to assist modders in exporting models into the Witcher game using CDProjekt’s excellent 3ds Studio Max’s exporter.
 
 
Note: At this time not all features are understood and are still being investigated as to what exactly they do. We will be updating this document as we find them and learn their functions.
 
 
'''Required Applications:*'''
 
 
3DS Studio Max
 
RTT(RendertoTexture) Plugin(optional?) 30 day limited feature demo:
 
[http://www.rendertotexture.com/index.php?view=download]
 
(used to generate the texture maps for the models)
 
(activate license on-site)
 
 
''*the Djinni Toolset is not required to export at this time.''
 
 
 
'''Getting Started'''
 
   
 
Installation
 
Installation
Line 58: Line 44:
 
Done!!!
 
Done!!!
   
----
 
   
 
===Model - basics===
 
 
'''Model (basics)'''
 
   
 
-Seems it can be a “Mesh” or a “Poly” object as the engine accepts both.
 
-Seems it can be a “Mesh” or a “Poly” object as the engine accepts both.
Line 70: Line 53:
 
-Scale is 1 unit = 1 cm Note: This is trial and error now till we can come up with some reference models. We are making them now, and will make them available to the community soon.
 
-Scale is 1 unit = 1 cm Note: This is trial and error now till we can come up with some reference models. We are making them now, and will make them available to the community soon.
   
'''Textures (basics)'''
+
===Textures - basics===
   
 
-We are using; 1024X1024 DDS DXT5(compression) texture maps
 
-We are using; 1024X1024 DDS DXT5(compression) texture maps
Line 77: Line 60:
 
[http://www.crazybump.com/]
 
[http://www.crazybump.com/]
   
 
===Basic Export Procedures===
----
 
 
 
'''Basic Export Procedures'''
 
   
 
All models need to have an Aurora base helper object that has all model “pieces” “linked” to it to enable it to be exported.
 
All models need to have an Aurora base helper object that has all model “pieces” “linked” to it to enable it to be exported.
Line 111: Line 91:
 
- Now you can also add in a CDProjekt material file that sets up the texture’s lighting and any special flags such as animation scrolling. There is a “Material” box that has a small box with 3 dots in it on the right of the box. Click on that and point to a material in the data\materials folder
 
- Now you can also add in a CDProjekt material file that sets up the texture’s lighting and any special flags such as animation scrolling. There is a “Material” box that has a small box with 3 dots in it on the right of the box. Click on that and point to a material in the data\materials folder
   
Note: We are currently looking into all the material definitions and their meanings and will include them in future updates.
+
Note: We are currently looking into all the material definitions and their meanings and will include them
  +
in future updates.
   
 
Also note that the model exports fine if this field is left blank, for base models only. If there is no materials assigned for tilesets or others it will not work and crash your max or hang it up.
 
Also note that the model exports fine if this field is left blank, for base models only. If there is no materials assigned for tilesets or others it will not work and crash your max or hang it up.
Line 128: Line 109:
 
 
   
Note: Once you have selected; “AuraBase”, a pointer will appear in the viewport that will allow you to “place” the base modifier. You MUST be in the top viewport to assign it, as shown in next picture. Just click once to place it then right click with mouse to get out of the placement mode.
+
Note: Once you have selected; “AuraBase”, a pointer will appear in the viewport that will allow you to
  +
“place” the base modifier. You MUST be in the top viewport to assign it, as shown in next picture. Just
  +
click once to place it then right click with mouse to get out of the placement mode.
   
 
Placing the AuraBase Modifier. In the top view port window ONLY!!
 
Placing the AuraBase Modifier. In the top view port window ONLY!!
Line 142: Line 125:
 
[[Image:Step6.JPG]]
 
[[Image:Step6.JPG]]
   
Note: Fields with an * beside them must be filled out to export correctly. Fields not listed can be left for this basic model. Leave all options as they default to unless specifically outlined to change them.
+
Note: Fields with an * beside them must be filled out to export correctly. Fields not listed can be
  +
left for this basic model. Leave all options as they default to unless specifically outlined to change
  +
them.
   
 
 
Line 175: Line 160:
 
You have just exported your first Witcher model!!
 
You have just exported your first Witcher model!!
   
Now put the textures (including the normal “_n” texture) and the mdl file into your “data\meshes” folder and open up Djinni and load your mdl file…
+
Now put the textures (including the normal “_n” texture) and the mdl file into your “data\meshes” folder
  +
and open up Djinni and load your mdl file…
 
----
 
 
 
 
 
== A Strands Of Destiny Community Tutorial ==
 
 
 
[[Image:RedFlameLogo.JPG]]
 
 
'''Written by- Vance McFadyen'''
 
'''a.k.a.- VinnieMc'''
 
 
 
--[[User:CyberWitcher|CyberWitcher]] 15:29, 16 April 2008 (UTC)
 
 
[[Category:General]]
 

Latest revision as of 02:37, 31 March 2009

Required Applications[]

  1. Exporter for 3ds Max 9
  2. 3DS Studio Max
  3. RTT(RendertoTexture) Plugin(optional?) used to generate the texture maps for the models, download 30 day limited feature demo
  4. the Djinni Toolset is not required to export at this time.


Note: At this time not all features are understood and are still being investigated as to what
exactly they do. We will be updating this document as we find them and learn their functions.

Getting Started[]

Installation

Startup Procedures

A) Create a folder structure on your hard drive like so: C:\Witcher\Data

B) Using "UnBif" export the following folders to the: "Data" folder created in Step "A". -2Da -Materials -Meshes -Scripts -Textures & Textures01 (combine into one folder called “Textures”)

Witcher Max exporter setup:

Download the file “Official Max Exporter.zip” and unzip the contents to a temporary folder. The .ini files have been changed to reflect the setup described above and is intended to be used in place of the official exporter exe file. The .exe was extracted and the .ini files altered already.

1. Copy the; PlugCfg, Plugins, Scripts, folders to your max9 root folder.

    Note; reply yes to overwrite.                                             
    i.e. C:\Program Files\Autodesk\3ds Max 9\

2. Copy "mfx" folder to your hard drive; C:\mfx

3. Install RenderToTexture plugin ( [1] ) Once installed return to this url and on left panel go to registration and follow the instructions to register the 30 day trial. Note: RTT in this zip file. already downloaded for your convenience.

4. Run dxwebsetup.exe

5. Run vcredist_x86.exe

Done!!!


Model - basics[]

-Seems it can be a “Mesh” or a “Poly” object as the engine accepts both.

-Poly count limits are unknown at this time and we are using NWN2 as a guideline and increasing the poly count, +10% (roughly 2000 for example, changes per model) to account for the Aurora modifications CDProjekt has done.

-Scale is 1 unit = 1 cm Note: This is trial and error now till we can come up with some reference models. We are making them now, and will make them available to the community soon.

Textures - basics[]

-We are using; 1024X1024 DDS DXT5(compression) texture maps -DDS Converter 2 is a great app for converting textures to DDS (Google it) -All textures need a “Normal” map with them with the “_n” at the end of the name. I.e. Texture_n.dds. You can make normal maps using “CrazyBump” which can also make Displacement, Occlusional, and Specular maps. [2]

Basic Export Procedures[]

All models need to have an Aurora base helper object that has all model “pieces” “linked” to it to enable it to be exported.

This will be an outline on how to export a basic static mesh a simple wood box. I will be expanding this to include all model types as we move forward in understanding the exporter but for now will show you how the basic procedure works. (for those that are eager to see their models in the Witcher)

Step ACTION

1 Make your box as you normally would and convert it to a mesh or poly object as shown below

Step1


Step ACTION

2 Open up the Material editor and assign an “Aurora” material to the model as shown below.

Step2


Step ACTION

3 In the “Aurora” material menu assign the “Diffuse Texture” by clicking on the “none” box under the heading and picking your dds texture you will use on your box. Shown below.

Step3

At this point you can also assign an “Opacitymap” texture also, by clicking the “non” box under the heading and pointing to your “Opacity” map.

- Now you can also add in a CDProjekt material file that sets up the texture’s lighting and any special flags such as animation scrolling. There is a “Material” box that has a small box with 3 dots in it on the right of the box. Click on that and point to a material in the data\materials folder

Note: We are currently looking into all the material definitions and their meanings and will include them
in future updates.

Also note that the model exports fine if this field is left blank, for base models only. If there is no materials assigned for tilesets or others it will not work and crash your max or hang it up.



Step ACTION

4 UVMap your texture and collapse it onto the stack.(I will not go into the uvmapping process as that is beyond the scope of this guide


5 Go to “Create #1”, then go to “Helpers #2”, then go to “AuraBase”, as shown below.

Step5


Note: Once you have selected; “AuraBase”, a pointer will appear in the viewport that will allow you to
“place” the base modifier. You MUST be in the top viewport to assign it, as shown in next picture. Just
click once to place it then right click with mouse to get out of the placement mode.

Placing the AuraBase Modifier. In the top view port window ONLY!!

Step5b


Step ACTION

6 Go to the modifier panel and ensure the AuraBase is still selected and give it a name. Note this name will be the actual name of the model. Then fill in the AuraBase Parameter options as shown below.

Step6

    Note: Fields with an * beside them must be filled out to export correctly. Fields not listed can be
left for this basic model. Leave all options as they default to unless specifically outlined to change
them.


Super Model: the model to which this model uses it’s animations for.

  • Classification: Model Type dropdown box. (Pick appropriate model type)

For this basic model leave all other options alone. We will be documenting the other features soon and they will be incorporated into this document in future updates.

Step ACTION

7 Select your model, and link it to the “AuraBase” helper Note: The model must be a child of the AuraBase parent

8 Go to File Export and pick; (Aurora)(*.MDL,MDA) as the file type and give it a name. Note. The name must be the same name that you gave the “AuraBase” helper. Side Note. .MDL is the model file .MDA are the animation files

Step8

Once you do this step an error message will appear as shown below, indicating it cannot find the “surfacemat.2da” as shown below. This can be ignored at this time and we are looking into why it cannot find the 2da file.


Say “OK” to this message and then the exported message should appear indicating it has exported the mdl file, as show below.

Step8b


That’s it!!![]

***Congratulations***

You have just exported your first Witcher model!!

Now put the textures (including the normal “_n” texture) and the mdl file into your “data\meshes” folder
and open up Djinni and load your mdl file…