View Full Version : importing OBJ-file into S3D - (what's about 3dsmax smooth groups?)
Subsim modder 32
11-29-09, 12:44 PM
I have exported a 3dsmax model into an obj file and imported this into S3D. It seams, that something went wrong with the smoothing groups. Is it possible, that S3D does not support smoothing groups? :damn::damn::damn:
I have followed the suggestions here: http://www.subsim.com/radioroom//showthread.php?t=135177 (http://www.subsim.com/radioroom/showthread.php?t=135177) and also tested every possible import/export setting combination. The surface changes a little bit, if I don't import the normals into S3D, but the results are still bad.
Thanks for any help.
http://img171.imageshack.us/img171/7333/type205039.jpg
By zgrad (http://profile.imageshack.us/user/zgrad) at 2009-11-29
skwasjer
11-29-09, 01:03 PM
Smoothing groups are not supported by the game, and thus also not by S3D. Normals are advisable in trouble spots, but often the result is fine without. In your case try detaching surfaces with sharp angles/edges. They can still be part of one object, but the vertices are then no longer shared, resulting in clean sharp edges, without funny shading.
Regards, skwas
Subsim modder 32
11-29-09, 02:11 PM
I have just tested your suggestion and detached some faces with the option "Detach to Element" in max to and it works. Thank you for the advice!
Edit:
I have found a description, how to detach all polygons by selection the faces by using the "Select by SG" function:
http://www.gtaforums.com/index.php?showtopic=218318&st=340
Convert your model to an editable poly if it isn't one already.
Once there, take note of the "Material" section, under "Polygon Properties", and click "Select ID". what you want to is take each selection of faces belonging to a certain material ID, and detach those faces to their own element. So do it once, using the first material ID you have, taking that selection of faces and detaching them to their own element. repeat for every material ID you have.
Now, go to the Polygon sub object level again, and go the smooth groups section, just below the material section.
Once there, take note of the "Select by SG" option, and click it. it will bring up a window with a list of all the smooth groups used by your model. For every smooth group listed, select it, going through the list one by one, and hitting ok. Every time you do one, it will select those faces on the mesh. Take that selection of faces, and detach it to its own element (not object!). repeat for every smooth group that comes up. I have recorded a macro in 3dsmax. Maybe it is possible to write a macro, that works for every geometry :
subobjectLevel = 5
actionMan.executeAction 0 "40021"
$.EditablePoly.SetSelection #Face #{1..42845}
$.EditablePoly.selectBySmoothGroup 1
$.EditablePoly.detachToElement #Face keepOriginal:off
$.EditablePoly.selectBySmoothGroup 2
$.EditablePoly.detachToElement #Face keepOriginal:off
$.EditablePoly.selectBySmoothGroup 4
$.EditablePoly.detachToElement #Face keepOriginal:off
$.EditablePoly.selectBySmoothGroup 8
$.EditablePoly.detachToElement #Face keepOriginal:off
$.EditablePoly.selectBySmoothGroup 16
$.EditablePoly.detachToElement #Face keepOriginal:off
$.EditablePoly.selectBySmoothGroup 32
$.EditablePoly.detachToElement #Face keepOriginal:off
$.EditablePoly.selectBySmoothGroup 64
$.EditablePoly.detachToElement #Face keepOriginal:off
subobjectLevel = 0
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