New Doors Tutorial

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    New Doors TutorialBy: Sithspecter

    First of all, making a door with animations is not for beginners. t re!uires aproficient modeler and some ."da editing. f you need general tutorials on how tomodel, check in the tutorial section.

    #ell, first of all, what you need:

    $%a&' (ou ha)e to ha)e $%a& because the Nwma& for *DS ma& does note&port animations.

    Nwma& ) +.

    %D-ps ). /.0 1lpha

    2ot3 tool

    2'$FF

    1lright, let4s get down to business5

    Step ne: 6reate (our Door.

    First, you will need to model your door. 2eep in mind that you ha)e to animatee)ery mesh, and this is tedious, so you need to keep the ob7ect count low 8under09 unless you want to spend hours doing this. 1lso, disco)ered that it4s best

    7ust to use planar mapping.ere is the door that am doing for this tutorial:

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    ha)e included the $ma& file for this in my .;ip, with an imported door. (ou can7ust delete my door, or follow this tutorial with it for e&perience. ha)e also

    included a finished door full with animations. f you decide to use my door as astart this is what it should look like when finished.

    Step Two: mport 2ot3 Door.

    Now you need to import a door from 2ot3. 4)e worked with only the Taris Door0", but you can e&periment around with others.

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    3emember, you need to e&tract all three of these5 t would be best to create anew folder somewhere named =door4 or something to put all of these in. Theseare under BF4s>models.bif>Door #alkmesh.

    Ne&t, fire up %D-ps /. 1lpha. %ake sure that the e&tract animations button Schecked. 6on)ert the door into a 1S6. Ne&t, import the 1S6 into $ma& withNwma&. %ake sure you import %odel?1nimations5

    Step *: Set @p 1nimations.Now, with the 2ot3 door fully imported into $ma&, you need to look at it. Dragthe animation bar across and watch. The door should open and close a numberof times. These are different ummA animation stages that the game uses. don4tknow what they4re all for, but if you don4t use them, your door is not going towork. f you click on a main door piece, you will see that a lot of key frames arehighlighted.

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    n the Taris 0" door, the se!uence for animations is:

    frames C0closed 8include9frame E closed>start openingframe / partly open 8include9frame start openingframe "0 finish openingframe " closedframe " closed 8include9frame *0 open

    frame * start closingframe *E includeframe E0 closedframe E includeE' include includeframe /0 openframe / closed/includeG0includeGEinclude

    frame G/includeframe +0 finish openingframe + closed+includeframe 0 openframe start openingEincludeframe 00 finish opening>closed

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    0include0includeframe 0 openframe closed

    #arning5: f you import a different door, the se!uence will )ery likely be different5So don4t blame me if you import another door using this tutorial and it doesn4twork. f you do import another door, 7ust find out what the animation se!uence is.t shouldn4t be too hard to follow.

    #hen say =include,4 mean 7ust make sure that the frame is highlighted. (ou canmake the frame highlighted by simply mo)ing the door up cm, and then backdown cm. 2eep the imported door in your file for now so you can check and besure that your door is on the e&act same time se!uence. f it4s too hard to use theimported door to check your animations, pull up $%a& again and put it a littlelower so you can see the animation se!uence.

    1fter you do each part, you4d probably better check it to be sure that these!uence is e&actly the same. f it4s not, it needs to be fi&ed, and cannot stress

    this enough. Hust a reminder, you ha)e to do e)ery single mesh5 $rouping orlinking doesn4t work, belie)e me, ha)e tried it5 nce all your animations arefinished 1ND checked, mo)e on to the ne&t step5 (ou4re past the hard part5

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    Step Four: $et (our %odel 3eady For

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    %ake sure that you click

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    These need to be named dorK8your three letter prefi&90"0, dorK8your three letterprefi&90", and dorK8your three letter prefi&90"". Now, drop all fi)e 8model filesand .dwk4s9 into your o)erride folder. ang in there5 #e4re almost done5

    Step Fi)e: $etting (our Door n $ame.

    Lull up the 2ot3 tool. @nder the ."da section, there is a ."da namedgenericdoors."da. pen it.

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    Find line "0 labeled =TarisDoor".4 f you4re using a different door as a template,find it.

    8f you 7ust want to do a !uick check to see what your door looks like, or replaceall the e&isting planet doors, 7ust rename the model name from one of thee&isting lines and go to or warp to that planet in'game.9

    6opy and paste into a new line. The new line should be 3ow -abeled as /.6hange the model name to your model name, and set the strref to '. (ou canname this row whate)er you like. f you want a different sound, change thenumber under soundapptype.

    Sa)e the ."da to your o)erride.

    1lright, lastly, you need to create your .utd. pen up the .utd from the door youwere using as a template. 6hange the fields to fit whate)er you want and sa)e it.

    Ne&t, open up the .utd with 2'$FF. 6hange the line labeled =$eneric Type4 whichthe number is "0 if your using the Taris 0" door, to / or whate)er number youlabeled your line in the ."da. Now, sa)e it.

    #ell, that should get your door to where you can put it in the game. Hust put it in

    your custom module, or replace e&isting doors in the game.

    #ell, hope you en7oyed it and found this tutorial useful.

    f you ha)e any problems, L% me at -ucas Forums.

    MSithspecter