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How to create a new intertior


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#1 Milones

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Posted 02 January 2017 - 12:45 PM

Hi everyone,

 

First of all happy new year!

I was wondering how you can create a new room (interior).
What programs do you use and how to do it.

Do you use 3D software? And in what format does it need to be?

 

I'm asking this because i thought it could be a nice addition to make brand new interiors for BEL & BCD maps, to make them more C2 like.

Could you offer any help?

 

Thanks!

 



#2 SirRH

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Posted 03 January 2017 - 09:05 AM

Well theres 3 ways.

 

1) Create it in 2d through a y64 like a normal map, like the das boot hanger interior (easiest way if creating new, but probably not best for small interiors).

2) The usual 3d way, though i'm not sure how to create a 3d mbi/sec file, but could be possible to reuse some c2/c3 interiors for the maps also.

3) Sinp method of editing the interiors on top of each building on the map (though may aswell be a mod for c1 if do this).


Edited by robb, 03 January 2017 - 09:06 AM.


#3 Milones

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Posted 03 January 2017 - 10:57 AM

Well theres 3 ways.

 

1) Create it in 2d through a y64 like a normal map, like the das boot hanger interior (easiest way if creating new, but probably not best for small interiors).

2) The usual 3d way, though i'm not sure how to create a 3d mbi/sec file, but could be possible to reuse some c2/c3 interiors for the maps also.

3) Sinp method of editing the interiors on top of each building on the map (though may aswell be a mod for c1 if do this).

Does anyone know how to create a 3d SEC file?
I don't like to reuse interiors, if you play a lot you keep coming across the same rooms..



#4 herbert3000

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Posted 04 January 2017 - 06:00 AM

The Commandos Developing Toolkit (by Rex) can convert OBJ files to MBI and SEC.

There's also a document "OBJ_ConvertProcedure.en.htm" in the Src\Doc\ folder of the toolkit which tells you how to convert the files. I guess 3ds Max is the best program for creating suitable 3D models.

 

Update (January 21):

Latest version of the toolkit: https://sourceforge.net/projects/cmdt/ (version 71)


Edited by herbert3000, 21 January 2017 - 04:47 PM.
updated link for latest version of CommDevToolkit


#5 JONUCI

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Posted 05 January 2017 - 11:26 AM

Thanks for herbert3000's tools.



#6 Milones

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Posted 05 January 2017 - 11:58 AM

How do you get the measurements of a room right? If i want to create a room lets say for BEL 1 mission, how do i get the measurements from the building, so i know how large to built a room?



#7 herbert3000

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Posted 05 January 2017 - 09:41 PM

You could convert an existing MBI to OBJ and import it into 3ds Max. Then build your room in the same scale.

And for the correct measumements of a building, I would go for a trial and error approach.

 

Or you could try something like this:

measurements.png

Draw the outlines of the building (you can also mark the doors, windows and chimneys)
Scale the height by 155,57 % (to get a top-down view)
Rotate the drawing to get right angles
Now you have a approximate blueprint of the building



#8 Milones

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Posted 11 January 2017 - 07:54 PM

Hi Herbert,

I used you method to create a floorplan for the building an managed to get to built the walls out of my floorplan.

Since 3D modeling is actually quite new to me (just started 4 days ago), it quite nice to learn.

This is what i managed to already create. Can you tell me if the height of the walls is good enough or to high. What the parameter should be?

 

http://postimg.org/image/s2ywhnf69/

 

Thanks



#9 herbert3000

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Posted 12 January 2017 - 01:31 PM

I think the height of the walls is fine. But it's important that the outer walls are flat. Only the walls that seperate rooms are thick.

This makes sure that the outer walls don't block the view, if the player rotates the room.

 

room in 3ds max:

model.png

 

this is how the players sees the room:

render.png



#10 herbert3000

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Posted 12 January 2017 - 01:39 PM

When you finished the room, you'll also have to create the sector file which is generally a simplified version of the room.

sec.png



#11 Milones

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Posted 12 January 2017 - 02:45 PM

Hi Herbert,

 

Thanks for your advice! I will make the walls flat and add windows this evening!
I'll keep updating on the progress and come back to you when i have any more questions! 



#12 Milones

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Posted 13 January 2017 - 03:51 PM

Update on my progress.

Today i made the windows in my walls, added a floor, gave it a texture, looks nice (i think). 

But i noticed when i rendered an image i came up with this.

 

https://postimg.org/image/58x1jr3hd/

 

Looks like my walls are built up wrong, any way to reverse this?

 

Thanks!



#13 herbert3000

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Posted 13 January 2017 - 04:48 PM

Great work so far!

Select the faces that you want to reverse > right click in the viewport > click on "Flip Normals"



#14 Milones

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Posted 14 January 2017 - 07:19 PM

Thanks! Trying hard to learn all the skills.

 

But a have some other questions and i'm hoping you can help.

 

When i apply a texture from a bitmap on my walls, i only get the colour on my walls. Which is strange.

 

For example in this render i put the same texture from my floor on my walls and it doesn't show...

Any help?

 

http://postimg.org/image/epcgysab1/

 

Don't mind the fire place in the middle there, just a model i got from the internet..
Which brings me to my question?

 

Is there a good website to download 3D models we can use for free, could save some time not modeling everything.

 

And my last question:

 I noticed not all rooms are in my commandos directory, don't know why.

 

But i'm looking for this room, would like to reuse the bunk beds.

 

https://commandoshq....ps/SB/SBE05.jpg

 

Couldn't find the file in my directory...

 

Greetz



#15 herbert3000

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Posted 15 January 2017 - 07:14 PM

You can also show the textured model in the viewport. Press 'M' to open the Material Editor, select your material and then click the 'Show Shaded Material in Viewport' button (screenshot A).

This could fix the issue with the walls: From the 'Modifier List' (screenshot B) select 'UVW Map' and then check 'Box' from the Mapping Options.

But I'm no 3ds max pro, so if anyone else here at the forum has some better advice, please go ahead :)

 

max.png

 

I found some nice free models on these sites:
archive3d.net
tf3dm.com
www.turbosquid.com (has free and paid models)

The missing MBI files are in DATA.PCK, use PckManager from the CommDevToolkit to extract the ones you need.
 



#16 Salvadorc17

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Posted 15 January 2017 - 08:26 PM

There are also unused interior maps into consoles version of the game, you could check for those..

Edited by Salvadorc17, 15 January 2017 - 08:26 PM.


#17 Milones

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Posted 16 January 2017 - 08:18 PM

Thanks Herbert, it works with your help! :)

I have the room i want, but when i import it, it is all black, what are the import settings i need?
How do you import it with all the texture?
In the OBJ import guide, i thinks it's from an older version

 

http://postimg.org/image/v51u1gyo9/

 

Thanks for the help!



#18 herbert3000

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Posted 17 January 2017 - 09:23 PM

This might fix the problem: Open the OBJ file (SBE05.MBI.files\SBE05.obj) with notepad (or a similar program) and replace all , with .

Save the file and try again importing it.

I also reported this issue to Rex, the creator of the toolkit - hopefully it's fixed in the next version :)

 

By the way, these are my import settings:

import_dialog.png

 



#19 herbert3000

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Posted 19 January 2017 - 07:46 PM

Did a quick test with a very simple room, just to get familiar with the process of converting a 3d model and creating the doors at the correct position:
www.youtube.com/watch?v=T2dHu_vyXTQ

What I haven't really figured out yet, is how to render the lights and shadows to texture (I think it's called texture baking).

#20 SirRH

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Posted 19 January 2017 - 09:40 PM

Great work guys!

Personally I think these interiors should have a use also, rather than just decoration (atleast some of them anyway).

 

If BEL maps are in C2 then I think makes more sense to make use of more C2 features, rather than just a port of the original. But that's just my opinion anyway.


Edited by robb, 19 January 2017 - 09:42 PM.





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