How can I add props to my map?

HampiusHampius Join Date: 2012-09-06 Member: 158101Members
Hello fellow forum members!

I've been wondering is there a way to add 3D object (created in dedicated 3D modeling software) to the map I'm currently working on?
I mean, I have been messing around in 3D-Coat modeling program and I would be really happy if I could use things I create there on my NS2 map (another thing is that how can I make other people see those objects using STEAM workshop, etc?).
Is there a way to do that?
If so, what format of files should be used? I understand that I should export my mesh to something like Blender, save mesh as a file and textures/normal maps as other files, but what should I do to make Spark see this?

Best regards
Maciej "HamP" Nowak

Comments

  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    edited November 2012
    This is out of date, but here - <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Importing_Custom_Models" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...g_Custom_Models</a>

    Export from your modelling package to DAE with texture export enabled. This will give you the "library_images" section inside your DAE that you might need to edit.

    <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Builder" target="_blank">Setup the Builder</a> and put your .DAE and .model_compile file into the "modelsrc" folder. The model_compile file is out of date on the wiki, but it should contain a single "geometry "my_model_name.dae"" line without the <> tags at the very least.

    Use the Builder to compile it.
  • HampiusHampius Join Date: 2012-09-06 Member: 158101Members
    Thanks for the tip - I have to try that :)
  • SphinxterSphinxter Join Date: 2012-08-02 Member: 154543Members
    You can view the official tutorial on <a href="https://www.youtube.com/watch?v=RftLER7rX9E&feature=relmfu" target="_blank">YouTube.</a> (4 videos).
    These videos were made during the development stages of the game but I believe they are still relevant.

    In short, you want export to the Collada file format (.dae)
    Then import the file/s into 'Builder' included with the game
    3D Studio Max with the collade export plugin is the recommend program in order to avoid bugs. although not required for static objects. It is required for animations physics objects.

    I believe the only way to access the SDK tools currently is to browse to your Natural Selection 2 folder e.g C:\Games\Steam\steamapps\common\Natural Selection 2\LaunchPad.exe
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    Also last time I checked, the info given for how to set up your material files was wrong (out of date). Just check .material files that already exist in the ns2 directory to get an idea of how you should set them up :]
Sign In or Register to comment.