Puma06111991 Posted June 27, 2009 Share Posted June 27, 2009 Okay. This tutorial is for SketchUppers, because SU-models usually turn out very dark ingame, even if they're prelighted. In this tutorial I'll show you how to fix this. No worries, it's super easy. Step 1. Import your model into 3dsMax. First we check if your textures are still OK. Push the F10-button and click on "Render". If you don't get an error about missing textures and a render, you continue to step 2. It is possible that you get an error. In the error-screen you can see the names of the missing textures. First you need to check if your .3ds and your textures are in the same folder. If so, be sure that the names of the textures in SketchUp are the same as the .bmp: If this is allright and you still get an error when trying to render, you click "browse" in the error-screen, click on "add", search the folder where the textures are, double-click on one of the textures and click on "OK". Now the names of the missing textures in the error-screen should be gone. Click "Continue" and check out the render with the (hopefully) textured model. Step 2. Push the m-button on your keyboard to open the material-editor. Click one of the spheres, click the pipette and then click on your model: You'll get a list of all textures that your model uses. The second-to-last 'thingie' in every line is a square with a color. Click on this square, put the color all up to white and click "OK". This must be done for all textures. Screen: If that's done, you select your model and click "Assign material to selection" in the material-editor-screen: Your model will turn white in the viewport and you won't see any changes on the renders, but ingame it should be as white as the original SA-models. This doesn't only work for map objects, but also for peds, weapons and vehicles. You're done! After this you just export your model as usually. If you want to prelight if first, you can do that now. Remember, this works for all kinds of models in SA. Link to comment Share on other sites More sharing options...
_Rob_ Posted June 27, 2009 Share Posted June 27, 2009 Ahh finally i always wondered why, it never happens when you do a full map but on individual files it does, thanks puma very helpful this is one i will surely use Link to comment Share on other sites More sharing options...
Spider-Vice Posted June 27, 2009 Share Posted June 27, 2009 f*ck. I'm a a Sketchupper and now I know why it never appeared decently in game. Sometimes it appears only with white textures for some reason and everything is on the txd. GTANet | Red Dead Network | 🌲 black lives matter | stop Asian hate | trans lives = human lives the beginning is moments ago, the end is moments away Link to comment Share on other sites More sharing options...
Wonderbro Posted June 27, 2009 Share Posted June 27, 2009 Nice, there's more and more tutorials for Sketchuppers lately. Link to comment Share on other sites More sharing options...
Puma06111991 Posted June 27, 2009 Author Share Posted June 27, 2009 Ok, but has any of you guys tried it out already? Link to comment Share on other sites More sharing options...
kal-el5676 Posted June 27, 2009 Share Posted June 27, 2009 my models actually usually turn out pretty bright, but this is good to know. Link to comment Share on other sites More sharing options...
Puma06111991 Posted June 27, 2009 Author Share Posted June 27, 2009 Well than you could try to set the diffuse color ( "the colored square's" ) a bit less bright, a greytone. Link to comment Share on other sites More sharing options...
ParoXum Posted June 27, 2009 Share Posted June 27, 2009 Have you any pic with before/after ingame ? I'm eager to know, but almost sure this trick doesnt change a thing. Link to comment Share on other sites More sharing options...
Puma06111991 Posted June 27, 2009 Author Share Posted June 27, 2009 Sure. Ped: Before: After: Works for me... Link to comment Share on other sites More sharing options...
supermortalhuman Posted June 27, 2009 Share Posted June 27, 2009 (edited) You get a brighter model, but you don't get any shadows or definition. Since you're going into max you ought to light the models. You can do that with tutorials on here (I think in that lighting release ParoXum made that led me here you didn't have a new enough version) and lots of tutorials online about how to setup a radiosity. There is one in the hosted section, under myriad islands that will give info and tutorials here that extend it to action too. Also, I think that lighting solution in the myriad section is for max 7. Edit: I see now, you are clearing colors sketchup puts on the vertex before applying light. nice fix. Edited June 27, 2009 by supermortalhuman Link to comment Share on other sites More sharing options...
_Rob_ Posted June 28, 2009 Share Posted June 28, 2009 hmmn tried it on a ped and no change look exactly the same, im confused Link to comment Share on other sites More sharing options...
ParoXum Posted June 30, 2009 Share Posted June 30, 2009 It does work on PEDs because peds can export (& use) a value of diffuse color like vehicles (what you're changing here) since they're dynamically lit objects. This definately wont work on map objects which are totally static for the lighting part. The equation for the prelighting which does not take in consideration the diffuse value of the objects materials : It's simply a product around these : Vcol*TextureSourceCol Link to comment Share on other sites More sharing options...
JostVice Posted June 30, 2009 Share Posted June 30, 2009 This definately wont work on map objects which are totally static for the lighting part. The equation for the prelighting which does not take in consideration the diffuse value of the objects materials : Actually, it will work, and it can brighten up the model, but its cheating. Watch out for how the ambient colors will multiply by the diffuse colors when ingame, on differents timecycs Anyway, use vertex colors, leave diffuse colors gray Link to comment Share on other sites More sharing options...
ParoXum Posted June 30, 2009 Share Posted June 30, 2009 (edited) Yeah it will work, until you use proper vertex color assignment. Which will overwrite those. Also timecyc is another thing. It's something modulated by the game. But yeah the equation could look more like this : TexSrc*Vcol*TimeCycDiffCol.. Puma: i'd like to see it confirmed on static objects tho, and static objects using prelighting Edited June 30, 2009 by ParoXum Link to comment Share on other sites More sharing options...
Puma06111991 Posted June 30, 2009 Author Share Posted June 30, 2009 Check my colosseum then Link to comment Share on other sites More sharing options...
_Rob_ Posted July 1, 2009 Share Posted July 1, 2009 Any idea why it didn't work on my ped then? Link to comment Share on other sites More sharing options...
supermortalhuman Posted July 1, 2009 Share Posted July 1, 2009 I think maybe you forgot to check "vcol" in the script, maybe? Link to comment Share on other sites More sharing options...
_Rob_ Posted July 1, 2009 Share Posted July 1, 2009 vcol isn't mentioned in the tut, when do i do it and how Link to comment Share on other sites More sharing options...
JostVice Posted July 2, 2009 Share Posted July 2, 2009 vcol is used to export Vertex Color data. if you didn't assign any vertex color, the vertex color are most likely to be white (bright model) Link to comment Share on other sites More sharing options...
_Rob_ Posted July 3, 2009 Share Posted July 3, 2009 Nope my models too dark Link to comment Share on other sites More sharing options...
OrgesProductions Posted July 5, 2009 Share Posted July 5, 2009 Sure. Ped: Before: After: Works for me... textures are sweet but 3d models not great Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now