How can I add props to my map?
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
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
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 The model_compile file is out of date on the wiki, but it should contain a single "geometry "my_model_name.dae"" line without the 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.
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