OGRE 3DS Max Export

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Build the asset 1unit = 1 meter. In this case a barrel is about three to four feet roughly 1.3 meters. Download a Lexi Ogre Mesh exporter (since it is really difficult to obtain I posted them on WorldForge SVN)here Install OgreLexiViewerInstall_1.0.7.msi

  • Open the asset and make it ready to export
    • Apply the Diffuse textures only. Current viewer doesn't not display Normals or Specular.
    • Name the material /global/container/barrel since it resides in C:\wf_trunk\3d_objects\containers\barrel
    • Reset Xfroms
    • Adjust the pivot so that the origin is on the bottom of the barrel
    • Move the origin to 0, 0, 0,
      • Download and install the Worldforge Utilities script to help with this proccess. The scripts are located here
  • In 3D Max go to the Utilities rollout and click on More... button
  • Select LEXI Exporter press OK
  • A new roll out will be created
  • Click on the Properties and fill out where the asset should be exporter. (In our barrel case the will go to c:\wf_trunk\3d_objects\containers\barrel)
    • Click on the Add button on the left hand corner and add a static mesh. Add a skinned mesh for animated assest
    • Right pane named Default Folder fill out the following;
      • Root should point to c:\wf_trunk\3d_objects\containers\barrel.
      • Meshes point to c:\wf_trunk\3d_objects\containers\barrel.
      • Materials point to c:\wf_trunk\3d_objects\containers\barrel.
      • Skeletons If the asset had animations then the skeleton file needs to be placed in c:\wf_trunk\3d_objects\containers\barrel\animation.
  • On the left hand pane with the title of Export List select the barrel asset and the right pane will change.
    • On the right hand pane tick the following
      • Vertex Normals
      • Texture Coordinates
      • Tangents
      • Reindex Vertices
      • Export Single Material File
      • Copy Textures Maually
  • Click Export Selected or Export All
  • Preview in LEXIviewer, if need be point "D.png"in the texture section of the material file. When the asset looks good commit the *.png, .material and the *.mesh files to WorldForge SVN.
  • Commit the art assets to SVN as well, e.g. Max and layered PSD files.

If by chance users may require to edit the mesh file or material files see Editing XML and Material Files

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