Now, select your three objects and merge them if you haven’t already. This can be useful if you make a mistake and have to go back. Make different version so you don’t overwrite. General Guidelines from the "Art Design Guide" This will save on poly count as you now have 1 object instead of 3. You will need to move this new polymesh under the MS3DSceneRoot. Now you can rename your one object to doorwall, or whatever. It will create a polymesh and open it’s properties box. With the three objects selected ( leftside, rightside, and top ) from the left tool panel locate the Create section, then select Poly.Mesh then select merge. If you are working on a large scale item you can merge related polygons to save on the poly count. Needed objects – camera – light – MS3DSceneRoot. I recommend deleting all non needed things before saving. Now you have the front and back illuminated, you can do the same for the sides as well, but should not bee needed. This moves the new light source behind and facing your object. Then move the object z-axis -5, and rotate the object y-axis 180. If you want to illuminate all sides of your object you can select Light from the top toolbar, then select infinite. You can zoom in by selecting the perspective ( looks like a little camera )īe warned, the default creation process only has one light source. Now we need to move it into place, so select the T from the transform tool panel. 165 and the result should be a cube 6 feet wide, 1 foot high and 1 foot deep. 33 of a one block that we made the first two pieces out of ) Next we want to resize this piece so select the S from the Transform tool panel. Modify the length to 2, and close the properties box. You will see a new cube with a length of 8, and it’s properties box. Now from the top toolbar select Primitives, then Polygon Mesh and then Cube. Now you can rename leftside1 to rightside. Now we want to move this to the right side of the door, so under the Transform tool panel, select the T and adjust the x-axis to be 1.7425 and verify that that y-axis is 1.33. Now you should see a leftside1 object, and it should be highlighted. In the explorer window, right click on leftside and select duplicate. Now in the explorer window, right click on the cube and select rename. And since we created out MS3DSceneRoot at 0,0,0 we can adjust our object at will and not worry about it.Īdjustments are done through the Transform tool on the right side panel. But we don’t want half the wall buried in the ground. The "Art Design Guide" provided with BFBuilder states that all objects should be created with their center at 0,0,0. The object just created will be highlight white. Since walls are generally only about a foot thick, highlight the length 8 and type. It will create a cube that is 8x8x8 and start with the properties box open. From the top toolbar, select Primitives, then Polygon Mesh, then cube. The Scene Root must be selectable when you export, because all objects must be under one Scene Root. What this does is allow you to see and select the Scene Root, but it will not be visible when rendered. Now uncheck the Render Visibility check box, and click the " x " close window in the upper right of the properties box. Now right click on MS3DSceneRoot and select properties, then from the side pop windows select viewing. I’ve tried different root names, and the object didn’t appear correctly when imported. Why ? I don’t know, but every object that I’ve exported from the game was this way. Now, in the explorer window, right click on the null you just created and select rename. Take any of the view windows where it says A, B, C, or D and select explorer. You should now see a little plus sign that is centered at 0,0,0. Start by selecting Primitives from the tool bar. Finally, the lower right is the right side view. Let’s make the room is about fifteen feet wide. Average doorway is about three feet by seven feet. With that in mind, let us consider a typical wall and doorway.Īverage floor height in a home is about eight feet. So an average human standing with arms stretched will be two squares high by 2 squares wide. What I have found with XSI products, is that 1 square is about three feet, or 1 meter. I plain wall is even too simple, so we will start with a wall that can have a door in it. I will begin by using XSI Foundation ( since it has a working exporter ).
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