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New features in D3Edit V2.1 [AV41] and Passing Texture Data into D3Edit E-mail
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Descent 3 - Descent 3 level and mission editor D3Edit
Written by Shroudeye   
Sunday, 22 April 2012 16:10
 
NOTE: This tutorial covers some features in the unreleased version of [LL]Atan's D3Edit, prepared by request of [LL]Atan himself.
 
To Do: Add some pictures!
 
Recently, [LL]Atan has introduced the ability to import from 3DsMAX (and Blender, but I'm focusing on 3Ds here.) straight into D3Edit. This added flexibility to the geometrical production, as making complex geometry is much more easy in 3DsMax.
 
 
However, the texturing and alignment phase was left to the D3Edit. Which meant that all the textures had to be applied and aligned by hand-loads of UV-coordinate entries, stretches, and so on... plus, the 3Ds Meshes transfer as true "Meshes"-triangle faces only, and that means you also have to combine them, MANUALLY...
 
...Not exactly good for carpal tunnel syndrome. (Sez me fingerz. -SE)
 
Now, in the newest version of D3Edit, those issues have been answered. Now there is an auto-combine tool for the meshes with loads of triangles, just hit the "Auto-Combine" button, and D3Edit does it for you. (This tool however, can possibly ruin your texture alignments. It is still in development!)
But the biggest advance is that transferring meshes with textures and UV coordinates into D3Edit is now possible. You can transfer meshes with multiple textures, and even your custom textures! In this short tutorial, I'll demonstrate how to do so:
  
How to pass *Finished* 3ds Meshes into
D3Edit V2.1 [AV41]:
 
For this tutorial, I'll assume that you know how to build a complete model, assign materials to it (and map their UVW coordinates) in 3dsMax. If you don't, you can find various lessons online.
 
Okay, the latest version of D3Edit can read texture data from 3ds files. The aspects that can be passed are:
 
-Texture Alignment: You can pre-align textures in 3ds Max, using any texture-mapping tools, and pass the data into D3Edit, along with the 3ds model. There is nothing to tell here.
-Texture itself: Also, you can now "tell" which texture to be applied to any particular face. There can be multiple textures in a 3ds model. I'll explain this below.
 
As you remember, we don't apply textures directly in 3DsMax. Instead, we assign materials (which contain material info like its shininess, reflectivity, and well, texture.) to the objects. The "texture" we know is just a picture, assigned as a "Bitmap". It is quite different from D3Edit, where we place textures directly on the faces.
 
SO, how do we tell D3Edit to use "X" texture on face "007"? Simple. We tell it by using Material ID's. We enter the GAM File number of the texture as the Material ID; and when we export, D3Edit reads it and applies the corresponding texture.
 
And if you want to apply multiple textures, all you need to do is use the "Multi-Sub object" material, and assign different materials to the faces you want.
 
But what is this GAM file number?
 
The GAM file number is the number that is assigned to a particular stock D3 texture,
ranging from "1" ("Rainbow Texture") to  2084 ("Ref"). But they are not limited to 2084: The numbers bigger than 2084 is for your custom textures.
 

We enter the GAM file nr. as the Material ID, in a 4-Digit fashion. This means if you want the "Rainbow texture", which is ID number "1", you enter  "0001" to the Material ID field. Similarly, "2084" gives you the "Ref" texture, "1187" is the "P-Prove WarnStripesS", "0016" gives you the "GrayRock003.TGA1", and so on.

But how we are going to know our texture's GAM number? Well, As I've been testing, I've used a list [LL]Atan provided me to get the correct GAM number for each texture. (Download link needed)
 
Also, you can learn a particular GAM nr. directly from D3Edit: Simply make the texture you want "current" and hit "Info..." button. The number that you see in the "ID" field is the number you want (Fig. 1).
 
(To do: to make things easier, one can make a material library composed of D3Textures, with their Mat ID set accordingly...)
 
And that's it! Just model your entire level in 3DsMAX, texture it, align those textures,
and export them into D3Edit for gluing.
 
Happy level
buildings!
 
--Shroudeye
Last Updated on Friday, 19 January 2018 01:09
 
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