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Vehicle - Objects
Posted: 09 July 2008 04:40 AM   [ Ignore ]  
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Hi All

Does anyone have or know where to get some more vehicles for Dynamite.

I’m looking for some heavy goods vehicles.

Cheers

Curtis

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Posted: 09 July 2008 06:14 AM   [ Ignore ]   [ # 1 ]  
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Check out 3am-solution links. There are links to 3d models, blueprints etc. you will have to doc them up to make the ready for dynamite.

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Posted: 11 July 2008 04:31 AM   [ Ignore ]   [ # 2 ]  
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I’m desperately looking for a model of a heavy good vehicle, none the sites through the links have any.

Are 3AM Solutions aware of a company who produces a CD Library of vehicles, animals, people, etc?

Cheers

Curtis

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Posted: 11 July 2008 04:37 AM   [ Ignore ]   [ # 3 ]  
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Try Turbo squid if you need things quickly. You should be able to purchse 3d models over the internet.
http://www.turbosquid.com/

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Posted: 11 July 2008 04:47 AM   [ Ignore ]   [ # 4 ]  
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Thanks for that.

They do have a lot on there.

Want do you have to do to them to get them working in Dynamite?

Cheers

Curtis

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Posted: 11 July 2008 04:55 AM   [ Ignore ]   [ # 5 ]  
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Sorry Curtis,

Once you have a 3ds file or max file, dependent on what you can get, either way you import a 3ds in to a blank max file such that you then have the truck or what have you as a max file. Then esnure there is one element or layer such that all elements making up the vehicle is attached to one mesh, it may stuff up the materials but what I suggest is to create a mat file of the dynamite objects such that the mutli material can be used for this object. Once you have it textured like bruce may have showed you with yellow channel 9 or 8 (haven’t gotdynamite open) being the random colour.
Then the transform pivot point under the third tab in the control panel (Max/viz) to the bottom of the vehicle at the front. ie. providing the alignment point for the vehicle. then reset transormations etc. Ensure that your units are consistent with Dynamite (ie. metres for us in the metric world).
Then copy one of the previous ini file 3am has provided and rename it in line with the name you call ed the vehicle etc and the group you want it in. Then next time you open up Dynamite it will be there to use.
This is quite an intensive task. give it a go, when I have some time I can write it clearer.
Mark

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Posted: 11 July 2008 07:47 AM   [ Ignore ]   [ # 6 ]  
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Mark Roberts - 11 July 2008 04:55 AM

This is quite an intensive task. When I have some time I can write it clearer.

I’ll have a go.  wink

It’s easy to do, but you need some basic sub-object editing knowledge in VIZ and an understanding of Multi-Sub Object Materials. Most of the following operations are carried out in the Modify Tab of the VIZ Command Panel.

1) VEHICLE TEXTURE : This is perhaps the hardest part of the process - it’s all downhill once you have got this step nailed. Open the DVSP Help File and look at the DynamiteVehicles Material topic. This material will be applied to any vehicle generated using DVSP. You’ll notice that the material is divided into a number of numerical channels which need to match “Material IDs” at object level. So each vehicle component needs to have a numerical material ID on each mesh face which will dictate which channel of the DynamiteVehicles material will appear on that face.  If you open the Modify Tab of the VIZ Command Panel and select Face sub-object level, you’ll see that you can select individual faces on the selected object. Scroll down the Command Panel until you see a rollout titled “Surface Properties”. In there you will see a “Set ID” option. You need to set an appropriate value in here to match the entry in the Help Topic mentioned above. For instance, for tyres enter a value of 15, and for windows enter a value of 17. All bodywork should be allocated a value of 9.

2) COMBINE TO SINGLE MESH : The next thing to understand is that the vehicle should be placed in a .max file on it’s own, and there must be only ONE object in the scene, which should be an “editable mesh” object or an RPC. Many vehicles from commercial libraries are made up of a series of components - for instance one mesh for the body, another mesh for the windows, another for the wheels, etc.  So these components will need to be combined into a single mesh before they can be used with Dynamite VSP.  This can be achieved by selecting any of the individual components and selecting the “Attach” or “Attach Multiple” button in the Modify tab of the VIZ Command Panel.

3) RENAME VEHICLE: Once you have consolidated the components into a single mesh, rename it to something sensible.

4) VEHICLE PIVOT POINT : Every object has it’s own pivot point which can be considered to be the local origin of the object. The convention in DVSP is that vehicle origins should be at ground level in the centre of the vehicle. It’s probable that the pivot point on your vehicle will need to be moved. If we do not position it correctly, the vehicle will not correctly be set at ground level when placed using DVSP.  To move the pivot point - select the vehicle, then select the Hierarchy Tab in the VIZ Command Panel, then press “Affect Pivot Only”. You can now use the standard MOVE icon in the VIZ Main Toolbar to move the pivot point without moving the geometry of the vehicle. The “Center To Object” button will help you to find the centre of the object in XY space.  Refer to the standard VIZ help file for more information on manipulating pivot points.  Remember to de-activate the “Affect Pivot Only” button when you have finished.

5) SCENE ORIGIN : It’s good practice (although not essential) to position the vehicle at the origin of your max scene. So now move the vehicle so that it’s pivot point is at 0,0,0.  Use Edit > Transform Type-In to position an object exactly at 0,0,0.

6) VEHICLE ORIENTATION : Next, we have to check the orientation of the vehicle to ensure that a vehicle is facing forward when we place it from DVSP. The easiest way to check the orientation of your vehicle is to change the viewport to a front view (right click the viewport label and select Views > Front). Can you see the front of the vehicle from this angle?  If not, you will need to rotate the vehicle until you can see the front.  Select the vehicle, then return to the Hierarchy Tab in the VIZ Command Panel, and select “Affect Object Only”, then select the Rotate icon in the main toolbar. With the “Transform Type-In” window still open, type in rotations in multiples of 90 degrees until you can see the front of the vehicle in the front view.  Once you are happy with this, release the “Affect Pivot Only” button, and then (VERY IMPORTANT), press the Reset Transform button in the Hierarchy Tab of the VIZ Command Panel.

7) VEHICLE SCALE : It’s possible that the vehicle you have created was originally modelled in inches or feet, so it’s important that we check the scale of our vehicle to ensure that it matches the normal scale of our civil design models.  Select the vehicle, then select Edit > Object Properties. This panel will show you the basic dimensions of the selected vehicle. From this you should be able to work out the units in which the vehicle was originally modelled.  if you need to rescale the vehicle, select the SCALE button in the main toolbar, and re-open the Transform Type In window (See above).  Type in the required scale factor, then (VERY IMPORTANT) in the Hierarchy Tab of the VIZ Command Panel, press the Reset Scale button.

8) SAVE THE MAX FILE : Save the MAX file to the Objlibs/Vehicles folder in your current DVSP Country Kit.

9) ADD VEHICLE TO DVSP OBJECT LIBRARY : In DVSP, open the Country Kit Resource Manager from the main pull-down menu.  Select the Vehicles tab, then select any existing vehicle in the library and press the COPY INI FILE button. This will create a copy of one of the existing vehicles in your library which we can now use to hold the definition for our own vehicle. Press the RENAME INI FILE button to give the vehicle definition a new name, then press the Max File button and select the .max file that you just saved to the Country Kit.  Finally, set an appropriate “Group” or sub-category name for your vehicle.

That’s it. You should now be able to place your vehicle using the normal DVSP object placement techniques.

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Posted: 11 July 2008 07:52 AM   [ Ignore ]   [ # 7 ]  
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Just to add to that, before step 8 above, you should remember to remove any materials from the vehicle before you save the MAX file to the DVSP Object Libaries. If you do not do this, the DynamiteVehicles material will not be applied to the vehicle - it will use the material saved in the .max file (which might actually be preferred - you do not have to use the DynamiteVehicles material. If you do not, you can skip step 1 above).

To remove a material from an object, there is only one method that I know and it involves a line of MaxScript. Select your vehicle in the viewport, and then open the MaxScript Listener from the MaxScript menu in VIZ. In the listener type:

$.material = undefined

Does anybody know another way to do this?

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Posted: 14 July 2008 05:39 AM   [ Ignore ]   [ # 8 ]  
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Bruce Harfield - 11 July 2008 07:52 AM

$.material = undefined
Does anybody know another way to do this?

You can click utilities tab, then in more you need to select UVW remove button. You will have 2 options, to remove uvw data or to remove materials. This utility is available in max 2008, I’m not sure how it is with older versions tho.

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Posted: 14 July 2008 09:25 AM   [ Ignore ]   [ # 9 ]  
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Daniel Purwin - 14 July 2008 05:39 AM

You can click utilities tab, then in more you need to select UVW remove button. You will have 2 options, to remove uvw data or to remove materials. This utility is available in max 2008, I’m not sure how it is with older versions tho.

Well - that’s something new I’ve learnt today!  smile

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Posted: 16 July 2008 03:46 AM   [ Ignore ]   [ # 10 ]  
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Hi Bruce

Well I’ve finally got the time to have a go at importing an external 3D model into Dynamite.

I’ve downloaded one of the free models from Turbo Squid just to see if I’m able to convert it. Before I could and spend some money on a truck model.

And it looks as if I’ve fallen at the first hurdle.

You mention in the stage 1 of your instructions to select the ‘Face sub-object level’ in the modify tab of Viz Command Panel. Where is this? Is this a modifier?

Cheers

Curtis

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Posted: 16 July 2008 07:43 AM   [ Ignore ]   [ # 11 ]  
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Curtis Lee - 16 July 2008 03:46 AM

You mention in the stage 1 of your instructions to select the ‘Face sub-object level’ in the modify tab of Viz Command Panel. Where is this? Is this a modifier?

No - it’s a selection method which allows you to work at “sub-object” level - either to edit vertices, edges, faces, or polygons.

The attached image shows the button in the Modify panel that you need to press to enter “face sub-object” level.

I’d really recommend working through some of the basic VIZ tutorials before attempting this. It sounds like you need a basic understanding of some of the key modelling concepts in VIZ.

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Posted: 16 July 2008 11:09 AM   [ Ignore ]   [ # 12 ]  
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Curtis

While step 1 is an important part of creating a vehicle for use with Dynamite, (and is a worth while exercise as you’ll gain a much better understanding of sub-object materials) this process can be quite time consuming !!

To save a bit of time, if the vehicle you get already has materials assigned to it, you can basically skip step 1 and continue with 2, 3 and 4 etc. To do this you need to check the DVSP preferences override pre-assigned materials is switched off. Then when you apply the vehicle thru the object placement dialog, the vehicles materials will be used.

This doesn’t help if the vehicle you get has no materials assigned to it !!!

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Posted: 16 July 2008 11:30 AM   [ Ignore ]   [ # 13 ]  
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Opps - I see Bruce already mentioned this in the extra step…..... red face

Anyway the point being if your vehicle has materials, you can use them if you want.

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Posted: 16 July 2008 08:28 PM   [ Ignore ]   [ # 14 ]  
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Thanks Bruce and Mark

I have completed quite a number of the Viz tutorials, just not the one on materials.

I will try to do the tutorial, it’s just that I don’t have much time.

Mark, are you the Kiwi who’s in South Africa?

Thanks

Curtis

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Posted: 16 July 2008 09:42 PM   [ Ignore ]   [ # 15 ]  
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Curtis Lee - 16 July 2008 08:28 PM

Mark, are you the Kiwi who’s in South Africa?

Mark - you seem to be world famous…

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