Fleet Command CC
05-04-2008, 01:36 AM
This plugin was built for 3D Studio Max version 3.1
How to add a custom model:
1. Export your new model from 3D studio via the provided plugin.
2. Use cmpUtil to add the model to the 3D compressed group, as follows:
cmpUtil 3d newmodel.j3d
-The cmpUtil tool must be run from the directory where the 3D group exists, and all files that you want to add must also be in this directory.
3. Use cmpUtil to add any new texture maps to the 3D compressed group:
cmpUtil 3d newmodelmap.bmp
4. Create a new entry in the 3dobjects database. Be sure the name field matches the name from the objects database.
Texture map information for j3d files:
Texture maps need to be 8bit indexed color, square, and an integer power of two for width and height. The width and height cannot exceed 256x256. Valid sizes are 1x1, 2x2, 4x4, ..., 256x256. Alpha transparency masks can optionally accompany a texture map. When appropriately named, an alpha map will automatically be applied to the model. To use an alpha map, it must be in a gray-scale format, and have the same name as the texture map but with an 'a' added to the end of the name before the extension. For example, the texture map "radar.bmp" would have an alpha map called "radara.bmp".
A few notes:
3D Models can share texture maps. You can have two different j3d files both referencing the same texture maps and alpha masks. In that case, you need only add the texture maps (bitmaps) to the 3D group once.
Duplicate file names in the 3D group will supercede earlier additions to the 3D group, the old files will, however, not be removed, they will just not be used. Store all your final models someplace safe, as someday you'll probably want to start with a fresh install and just add your final versions.
3D model animations:
Pieces of the 3D model can be set in motion if desired. There are two ways this happens. First, parts such as propellers can turn on their own continuously. The second method is to tie a part into one of the launchers in the SIM. Both methods involve editing the 3D objects database and creating a node in the 3D model (using 3D Studio MAX) with a node name so that the part can be identified in the game.
The 3Dobject database has entries for animated parts. First, the number of parts is entered. Then for each part, the XYZ rotational axis is set, the type is set, the rotational velocity is set, and the node name to rotate is set. Use type 0 for continuously rotating parts. Use type 1 for parts tied to launchers in the launcher database associated with the model in question. For type 1 parts, the XYZ axis and rotational velocity (delta angle) do not apply. Type 0 and type 1 parts may be intermixed in the 3D objects database but all type 1 parts must appear in the same order as that of the associated part in the launcher database.
Model Limitations:
Fleet Command has some hardcoded limitations on the models it will accept:
Max Vertices: 10000
Max Poly Count: 4000 (3500 or less is better, crashes start at 3500+)
Max Textures: 32
Max Groups: 300
Max Texture Name Size: 32
Max Objects: 60
Max Polys per object: 350
Exceeding any of these limits will likely crash either the plugin or the game.
Surface colors:
Fleet Command will blend the surface color of the model with any textures applied to it. All the original models for the game used the following surface properties:
Ambient color- Red-100, Green-100, Blue-100
Diffuse color- pure white
Specular color- R-90, G-90, B-90
Specular level- 11
Glossiness-19
Self illumination- 40
Any texture maps applied will then dictate the color of the model.
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Notes from rake:
The 3Ddb.h file is used for examinaing the attritubites database. Not required for the graphics db. Discard if your arent going to make your own db editor.
The cmputil is used to compress the .j3d models into the FC graphics directory.
The dllexp.dle is the actual plugin for 3DStudio MAX. Place it in your plugins folder in the MAX directory.
This plugin for 3D Studio Max has a "bug" (design limitation) which will not allow the user to simply export their models straight to *.J3D format.
To successfully export your model, you must do the following:
First, make sure you have placed the dllexp.dle in the plugins file of MAX. :)
1) Save your scene.
2) Choose menu File / Export.
3) Name your file and Export your model as a 3D Studio (*.3DS) file.
4) Click Save
5) "Preserve Max's Texture coordinates" should be checked. Click OK
6) Choose menu File / New.
7) In the New Scene options box, select "New All". Click OK.
8) You now have a new, empty drawing. Choose menu File / Import. Open (Import) the model you just exported.
9) In the 3D Import options box, you can "Merge objects with current scene" if you executed step 6. If you did not execute step 6,
choose "Completely replace current scene." "Convert units" should be checked. Your model should be now be imported in *.3DS
format.
10) Choose menu File / Export.
11) Name your file and Export your model as a J3D (*.J3D) file.
12) Click Save. Your model should now be successfully exported as a J3D file.
Here is the link to download for the 3D Studio Max version 3.1 plugin.
http://www.filefactory.com/file/a2g579g/n/Modelplugin.zip
How to add a custom model:
1. Export your new model from 3D studio via the provided plugin.
2. Use cmpUtil to add the model to the 3D compressed group, as follows:
cmpUtil 3d newmodel.j3d
-The cmpUtil tool must be run from the directory where the 3D group exists, and all files that you want to add must also be in this directory.
3. Use cmpUtil to add any new texture maps to the 3D compressed group:
cmpUtil 3d newmodelmap.bmp
4. Create a new entry in the 3dobjects database. Be sure the name field matches the name from the objects database.
Texture map information for j3d files:
Texture maps need to be 8bit indexed color, square, and an integer power of two for width and height. The width and height cannot exceed 256x256. Valid sizes are 1x1, 2x2, 4x4, ..., 256x256. Alpha transparency masks can optionally accompany a texture map. When appropriately named, an alpha map will automatically be applied to the model. To use an alpha map, it must be in a gray-scale format, and have the same name as the texture map but with an 'a' added to the end of the name before the extension. For example, the texture map "radar.bmp" would have an alpha map called "radara.bmp".
A few notes:
3D Models can share texture maps. You can have two different j3d files both referencing the same texture maps and alpha masks. In that case, you need only add the texture maps (bitmaps) to the 3D group once.
Duplicate file names in the 3D group will supercede earlier additions to the 3D group, the old files will, however, not be removed, they will just not be used. Store all your final models someplace safe, as someday you'll probably want to start with a fresh install and just add your final versions.
3D model animations:
Pieces of the 3D model can be set in motion if desired. There are two ways this happens. First, parts such as propellers can turn on their own continuously. The second method is to tie a part into one of the launchers in the SIM. Both methods involve editing the 3D objects database and creating a node in the 3D model (using 3D Studio MAX) with a node name so that the part can be identified in the game.
The 3Dobject database has entries for animated parts. First, the number of parts is entered. Then for each part, the XYZ rotational axis is set, the type is set, the rotational velocity is set, and the node name to rotate is set. Use type 0 for continuously rotating parts. Use type 1 for parts tied to launchers in the launcher database associated with the model in question. For type 1 parts, the XYZ axis and rotational velocity (delta angle) do not apply. Type 0 and type 1 parts may be intermixed in the 3D objects database but all type 1 parts must appear in the same order as that of the associated part in the launcher database.
Model Limitations:
Fleet Command has some hardcoded limitations on the models it will accept:
Max Vertices: 10000
Max Poly Count: 4000 (3500 or less is better, crashes start at 3500+)
Max Textures: 32
Max Groups: 300
Max Texture Name Size: 32
Max Objects: 60
Max Polys per object: 350
Exceeding any of these limits will likely crash either the plugin or the game.
Surface colors:
Fleet Command will blend the surface color of the model with any textures applied to it. All the original models for the game used the following surface properties:
Ambient color- Red-100, Green-100, Blue-100
Diffuse color- pure white
Specular color- R-90, G-90, B-90
Specular level- 11
Glossiness-19
Self illumination- 40
Any texture maps applied will then dictate the color of the model.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Notes from rake:
The 3Ddb.h file is used for examinaing the attritubites database. Not required for the graphics db. Discard if your arent going to make your own db editor.
The cmputil is used to compress the .j3d models into the FC graphics directory.
The dllexp.dle is the actual plugin for 3DStudio MAX. Place it in your plugins folder in the MAX directory.
This plugin for 3D Studio Max has a "bug" (design limitation) which will not allow the user to simply export their models straight to *.J3D format.
To successfully export your model, you must do the following:
First, make sure you have placed the dllexp.dle in the plugins file of MAX. :)
1) Save your scene.
2) Choose menu File / Export.
3) Name your file and Export your model as a 3D Studio (*.3DS) file.
4) Click Save
5) "Preserve Max's Texture coordinates" should be checked. Click OK
6) Choose menu File / New.
7) In the New Scene options box, select "New All". Click OK.
8) You now have a new, empty drawing. Choose menu File / Import. Open (Import) the model you just exported.
9) In the 3D Import options box, you can "Merge objects with current scene" if you executed step 6. If you did not execute step 6,
choose "Completely replace current scene." "Convert units" should be checked. Your model should be now be imported in *.3DS
format.
10) Choose menu File / Export.
11) Name your file and Export your model as a J3D (*.J3D) file.
12) Click Save. Your model should now be successfully exported as a J3D file.
Here is the link to download for the 3D Studio Max version 3.1 plugin.
http://www.filefactory.com/file/a2g579g/n/Modelplugin.zip