ð ð Modelling
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You should now have a folder that look something like this if you only exported the building and collisions. I wil now go ahead and export the building decals so when it is imported into Blender it will look more like the game this is optional but if you will edit them you should just export it from CodeWalker now, but you can always import later so no worries.
To start with you only import the ybn and ydr files not the ymap files and then the ymap file after
I have chosen to use the file hierarchy ydr ybn and ymap this is just a way to separate the files and not necessary you can use whatever you'd like to have you can think of it as folders
When you have imported everything you can open the ymap file and find a copy of the building you have imported you can go to it by pressing NUM,
Keybindings may vary
This is to make it much easier to model. We can make it so that our mesh have the orientation of the building we are trying to make an interior inside of.
To do this we select an area that is the closest to the orientation in this tutorial the roof was the closest, so you selected the roof and pressed shift + NUM7
and to get the 3D cursor over you first go out of edit mode and then presses shift + mouse2 (Right mouse button)
before adding Mesh Plane, click n to open Right panel and click the View tab remove rotation from the 3d cursor on X and Y Axis you then go up and adds a plane from mesh and in the menu down to the left press Align -> 3D cursor, and now you have the mesh to build the floor and walls of, and it is in the right orientation and now to get back to the normal view press NUM5
. Once again keybindings may vary
We now need to set the model to the world origin, but we don't just set it back but make a mirror and send the original back to world origin. To make a mirror of the object we selected just press ALT+D
and then right click cancel movement of the mirrored object. Now that we have a copy of the model. We can unparent it with ALT+P
and click "Clear and Keep Transformation". Then select the original, not the model but the empty and clear transformation with ALT+R
and ALT+G
. You'll now have the model at the location and at the world origin. The mirror will be used to get the location so when we need to create the ymap it will be at the exact same place as in blender you can therefore rename the mirror to "Location" or whatever you want it doesn't really matter what the name is.
Now it is time to actually model your interior the plane we made before is the starting point and build out from that so you ensure that the orientation will follow for this tutorial I will just make a very simple 2 room interior
Now I have made the floor of the 2 room and removed the doors
Now add some walls
And add the roof
This part is the most time-consuming this step can be merged a bit together with the texturing but for this tutorial we will have it operated for better overview. This is also where you edit the decals and other thing you want to edit.
When you have your model you need to convert it to a drawable. To convert your object(s) to a Drawable. Select all the objects and click Convert to Drawable
in Sollumz Tools > Drawable > Create Drawable Objects
.
If you navigate to Mesh Properties > Sollumz LODs
you'll also notice that the active mesh is automatically assigned to the "High" LOD level. This panel is where you can assign other meshes as LODs. More info on that here. For the sake of this tutorial, we will only be setting the High LOD level.