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SimCity 4 General Discussion and Tutorials => SimCity 4 General Discussion => General Custom Content Discussion => Topic started by: zero7 on August 30, 2008, 11:00:39 AM

Title: Automata - skinning custom mesh
Post by: zero7 on August 30, 2008, 11:00:39 AM
Using Reader I have imported a new 3ds mesh for a car and an FSH file for the skin - so far; so good.  I can see that in order to get the skin to appear in the right locations you need to specify the uv co-ordinates for each point in the vert tab.

My question is:

Is there an easy way to see which vert is which when you are trying to map these?  I know on the 'indx' tab clicking on an entry will highlight that triangle on the mesh, but is ther any similar indication for an individual point?

Or any shortcut to getting your image and mesh aligned?

Any help will be gratefully received and mean that the cars I've been working on will be automata as well as props.

Title: Re: Automata - skinning custom mesh
Post by: Swamper77 on August 30, 2008, 11:51:53 AM
I do my UV mapping in a program outside of the Reader, such as a modeling program that supports UV mapping. Since you have 3DSMAX, you should be able to do your UV mapping in it and then export the final results as .3DS to import into the Reader. The exported model will have all the UV coordinates that you set in your model prior to exporting. The game's coordinate system is a little off compared to what modeling programs use, so you may have to rotate your model before exporting so it has the right alignment in the game.

Automata models are True3D, meaning they have complete geometry ingame. There is only one model which turns on its own as the vehicle that references the model follows the paths in the game. Maxis also has a chassis plane and a shadow plane on the models, so the underside is hollow. The shadow plane extends for 1-2 units past each side of the vehicle, and the shadow is usually rectangular. The chassis plane is similar except that it stops at the sides of the vehicle body model.

I hope this helps you with your project. Let me know if I need to clarify anything.

-Swamper
Title: Re: Automata - skinning custom mesh
Post by: zero7 on August 31, 2008, 04:18:48 AM
Quote from: Swamper77 on August 30, 2008, 11:51:53 AM
I do my UV mapping in a program outside of the Reader, such as a modeling program that supports UV mapping. Since you have 3DSMAX, you should be able to do your UV mapping in it and then export the final results as .3DS to import into the Reader. The exported model will have all the UV coordinates that you set in your model prior to exporting. The game's coordinate system is a little off compared to what modeling programs use, so you may have to rotate your model before exporting so it has the right alignment in the game.

I hope this helps you with your project. Let me know if I need to clarify anything.

-Swamper

That's useful - I'd assumed that any UV mapping wouldn't be available one it was imported into Reader.  The fact that the UV maaping will be available make life a lot easier!  It would be easier still if I could get projection render to texture working in 3ds max to create the texture for the low poly model directly from the high poly model.

Title: Re: Automata - skinning custom mesh
Post by: vester on August 31, 2008, 08:17:08 AM
Check this post (http://sc4devotion.com/forums/index.php?topic=22.msg103#msg103) out, when you want to import your model into the reader.