Post by derelict68 on Aug 24, 2008 14:20:26 GMT -5
First and foremost this will not be a "3D tutorial", just a tutorial on how to export your 3D notes you created in Milkshape3D into GZ. This tutorial is based on my first experience with 3D notes and using this 3D tutorial originally posted by fatdog, and was removed when he left, but stranxk re-posted a link to it later on. If it ever gets taken down at some point, I have also saved a backup of it.
Pre-Requisites
MilkShape3D
XNA Content Compiler
Unconfirmed Pre-Requisites - Not sure what combination of things made everything work, because I kept downloading things to get the XNA Content Comiler to show up, before I realized it was a seperate download. But here is the pre-reqs from the tutorial previously mentioned.
Visual C++ Redistributable
Visual C++ SP1 Redistributable
XNA Game Studio 2.0
First, I would suggest to start with a beginning note to use as a template for sizing. I had to find the perfect size by the 'ole guess and check method. So if you want, download note template here
Open up the Note Template in Milkshape.
File -> Export -> Alias FBX
Save files based on what you'd like this particular note to be. There are 6 different types of notes, with 5 of the notes having 4 different variations. (Most of this is self-explanatory, but what would a tutorial be if it didn't go into nauseating detail?)
Note1 = Green
Note2 = Red
...
Note6 = Notes while Star Power is active
Normal notes are any "non-HOPO" notes.
SP = Star Path Note
Examples:
Note1_Normal = Non-HOPO Green Note
Note3_HOPO_SP = HOPO Star Path Yellow Note
Note6_Normal = Non-HOPO Note while Starpower is active
Open XNA Content Compiler
Drag your new .fbx file into the window (you can compile multiple models at one time, but no more than 3. More than 3 at a time seems to make the compiler freak out. 3 takes about 30sec on my machine, for 5 I waited 10 min and said screw it)
Click "Compile" Wait until the "Compile Complete" Message appears.
The message is the same for a successful and failed compile, so you need to check the messages to see if it worked. Check messages by hovering your mouse over "Compiler - Output" in the lower left corner. Notice there are no errors. Not surprising since most times the errors occur due to texturing. Since we have applied no texturing, hard to create errors.
Your new xnb files will be in the same directory as the Content Comiler's exe. Move them to the "Resources->Meshes" Folder of GZ2 and it will use your new note model for the particular note.
I will be adding to this tutorial to include textures to cover some of the pitfalls using textures, including creating the texture graphic so that it will work properly, and how to make your notes look "lit up" when ingame. I would like to know if you feel that this belongs in this tutorial or it should be part of a seperate tutorial. All other feedback is appreciated.
Pre-Requisites
MilkShape3D
XNA Content Compiler
Unconfirmed Pre-Requisites - Not sure what combination of things made everything work, because I kept downloading things to get the XNA Content Comiler to show up, before I realized it was a seperate download. But here is the pre-reqs from the tutorial previously mentioned.
Visual C++ Redistributable
Visual C++ SP1 Redistributable
XNA Game Studio 2.0
First, I would suggest to start with a beginning note to use as a template for sizing. I had to find the perfect size by the 'ole guess and check method. So if you want, download note template here
Open up the Note Template in Milkshape.
File -> Export -> Alias FBX
Save files based on what you'd like this particular note to be. There are 6 different types of notes, with 5 of the notes having 4 different variations. (Most of this is self-explanatory, but what would a tutorial be if it didn't go into nauseating detail?)
Note1 = Green
Note2 = Red
...
Note6 = Notes while Star Power is active
Normal notes are any "non-HOPO" notes.
SP = Star Path Note
Examples:
Note1_Normal = Non-HOPO Green Note
Note3_HOPO_SP = HOPO Star Path Yellow Note
Note6_Normal = Non-HOPO Note while Starpower is active
Open XNA Content Compiler
Drag your new .fbx file into the window (you can compile multiple models at one time, but no more than 3. More than 3 at a time seems to make the compiler freak out. 3 takes about 30sec on my machine, for 5 I waited 10 min and said screw it)
Click "Compile" Wait until the "Compile Complete" Message appears.
The message is the same for a successful and failed compile, so you need to check the messages to see if it worked. Check messages by hovering your mouse over "Compiler - Output" in the lower left corner. Notice there are no errors. Not surprising since most times the errors occur due to texturing. Since we have applied no texturing, hard to create errors.
Your new xnb files will be in the same directory as the Content Comiler's exe. Move them to the "Resources->Meshes" Folder of GZ2 and it will use your new note model for the particular note.
I will be adding to this tutorial to include textures to cover some of the pitfalls using textures, including creating the texture graphic so that it will work properly, and how to make your notes look "lit up" when ingame. I would like to know if you feel that this belongs in this tutorial or it should be part of a seperate tutorial. All other feedback is appreciated.