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Call of Juarez 2 Part 5: Custom Objects in ChromEdNovember 12, 2009
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Part 5 covers:
Maya Exporter Installation
Setting Up Units
What you need to know before exporting
Textures
DDS Plugin
Material file creation
Setting LODs
Call of Juarez 2 Level Design Part 5: Custom Objects in ChromEd
CoJ2 Bound in Blood Video Notes:
Download Maya Exporter for Maya2009
Install the Exporter
Place: ChromeExporter and userSetup
Into MyDocuments\maya\2009\scripts
Place: AnimConverter and chromeAnimexport.mll and chromemeshexport.mll
Into Maya2009 Installation Folder\bin\plug-ins
Launch Maya2009 and you should see Chrome pull-down menu

Set up proper units inside Maya. ChromEd uses centimeters.
Window --> Settings/Preferences --> Preferences

Under Settings/Working Units change it to centimeters

Scale

Before Exporting from Maya make sure to:
Proper Scale
Name: name your object objectname_0

0-3 = level of detail (LOD) that gets rendered
objectname_0
objectname_1
objectname_2
objectname_3
Create a simple collision for your object and name it collisionhull_0
This collisionhull_0 has to be placed in the same space as your objectname_0
(in the 0, 0, 0) - not shown below

UV your model and make sure no UVs intersect.

Triangulate all of your models. Select all of your models and go to
Mesh --> Triangulate

Delete History on all of your objects

Parent your collisionhull_0 to your objectname_0

Position your collisionhull_0 and objectname_0-3 at 0, 0, 0
Select everything except collisionhull_0

Chrome --> Export Mesh
Select Detect lods and set Mesh scale to 1.000

Hit Export selected objects
Save it as the same name of your object without the _0
Place the custom exported object into your maps directory. You can create subfolders if you want. Model browser will be able to read into any subfolders you create.
Textures:

Photoshop DDS Plug-in: Creates DDS textures.
Material Files:
You need to create the following material files. Use notepad to create them. Make sure that .mat file gets two breaking spaces after the last }. Just press enter twice.
objectname.skn
Skin("Custom Crate")
{
Replace("customcrate.mat", "customcrate.mat")
ReplaceSurface("Wood", "", "")
}

objectname.mat
import "templates.mtt"
sub material()
{
use mtt_objects(
s_clr = "objectname.dds",
s_nrm = "customcrate_nrm.dds",
s_shn = "customcrate_shn.dds",
f_shn_factor = 1.0,
f_nrm_factor = 1.0);
}

Place the custom exported objects and all of your textures and materials into your maps directory. You can create subfolders if you want. Model browser will be able to read into any subfolders you create.
Create a 96x96 png file named objectname_prvw.png
This is a preview that will show up in your model browser
Go to your model browser in ChromEd and under All, navigate into your map folder for your custom object. Place it into your map.

To set LOD distance at which our custom lods get switched over. In ChromEd go to
View --> Other Windows --> Mesh visibility params

Find your object and set LODs. Object must be placed into your map for this to work.

Good luck.
Comments? Questions?
Call of Juarez 2: Bound in Blood Level Design Tutorial List 1. Installing Tools. File Structure of Custom Maps, Support 2. Interface and Navigation Advanced Mode 3. Creating the Initial Environment 4. Adding Objects and Environment Props 5. Custom Objects: Maya to ChromEd 6. Adding Roads and Working with Terrain 7. Detailing and Using Brushes 8. Placing Enemies and AI:
9. Adding Items, Effects and Map Objectives:
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Comments are Closed. Please Join & Discuss this post in the World of Level Design Forums
Comments
Fartuess 10 Jan 2010, 06:28
Could you tell me how to create hooks? Readme says that i have to create
render box, but i can't find object with that name... Maya helps aren't
sying nothing helpful, google don't find anything about render boxes... Any
3D artist who i met also haven't heard about render boxes
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