S W A T 3 M O D H Q | |||
INTRODUCTION | COMMON TASKS | CREATING CONTENT | PROVIDED TOOLS |
Characters / Models | |||
Missions | |||
Data Files |
Creating Characters/Models
What You Need
SWAT3's Character, Weapon, and Item models were all created in 3D Studio Max 2.5, using a plug-in that exports SWAT3's native .gsm 3D file format. To be able to create your own SWAT3 characters, weapons, or items, you must have 3D Studio Max 2.5. Versions before or after 2.5, including 3D Studio Max 3 and 4 are not compatible with the plugins. To create characters, you must also have Character Studio 2.1 installed in addition to 3D Studio Max.
Getting The Tools Installed
If you have Max, you'll then need to get the SWAT3 plugins. You'll find them in your "SWAT3\Tools\3DMaxPlugins" folder. Grab the "Gsknaexp.dle", the "Gsknmexp.dle", and the "ganimevent.dlc" files. Browse to the folder where you installed 3D Studio Max 2.5. There should be a subfolder marked "Plugins". Put the files in that directory.
The next time you run 3D Studio Max and are ready to export, select the File menu, and then the "Export..." option from the drop down menu. When prompted to save your mesh/animation, you will see a box that contains the current export method (file extension). Click this box and a menu will drop down. You should see a heading for the SWAT3 format. Choose this format, type in your file name and hit the enter key. The plugin will take over and convert your model or animation.
Understanding The Sample Content Provided
There are more than just three plugin files in the 3DMaxPlugins folder. Included are meshes for six seperate in-game objects, several textures, and SWAT3 Character Class bipeds for you to tie your animations to, along with 3DSMax helper files that are used in the creation of your own meshes and example bitmaps to help you create character faces and textures. Here's the breakdown:
Models |
Bitmaps |
Helpers |
SWAT "Operator" High-Detail Mesh |
SWAT "Operator" Mesh Textures |
10 Character Class Biped .max Files |
SWAT "Operator" Low-Detail Mesh |
MP5A2 Mesh Textures |
2 Hit Detection 3DSMax .ccb Color Palette Files |
MP5A2 Submachine Gun Mesh |
MP5A2 Magazine Textures |
2 GSM Models of the SWAT "Operator" |
MP5A2 Ammunition Magazine Mesh |
Colt 1911 Mesh Textures |
Hit Detection Diagram .jpg Graphic |
Colt 1911 Handgun Mesh |
Colt 1911 Magazine Textures |
|
Colt 1911 Ammunition Magazine Mesh |
Generic Face Bitmap |
|
Generic Face Expression Sheet |
||
Generic Face Eye-Mouth Cutout Sheet |
Make sure that if you plan to modify the provided meshes, keep the textures and the models together in the same directory.
Character / Model Building Requirements
Mesh Building |
You
must use one of our character class bipeds. Match the NEW MESH to the SWAT3
biped . Do not use the
"triangle pelvis" option on your biped. Do not resize, rework, add or subtract bones from
the SWAT3 bipeds. You can,
however, move the character in figure mode to line up with the NEW MESH.
Reference: Character Class Biped Chart |
Build a high (800-900) and a low (400-500) poly version for each character. (They must use the proper naming conventions, described below). Both the high and low polygon versions can be physiqued to the biped and saved in the same Max file. They will be exported separately, using the .GSM exporter.
Assign
one smoothing group to the entire character.
You are allowed to assign more, but this will slow down game play.
Use
“mesh select” to select faces for multi/sub-object mapping (using “edit
mesh” to select faces will corrupt hit detection).
All
tiling of materials must be done in the “parameters” area of the UVW MAP
modifier. Do not tile in the
“coordinates” section of the character material.
Character Faces |
All
Textures must be 16, 32, 64, 128 or 256 pixels, square.
Figure 1.2 - Face Texture Map (128 x 64)
The
face texture maps size is 128 pixels wide by 64 pixels tall (see figure 1.2).
Figure 1.3 - Facial Expression Map (128 x 128)
The
facial expression texture map size is 128 pixels wide by 128 pixels tall. (see
figure 1.3)
All
of the character’s facial expressions must be laid out on the same .bmp
(see figure 1.3)
The
transparent color is R = 255
G=0 B=255
All
of the facial expressions are laid out on the sheet in the following order (left
to right, top to bottom)...
Neutral
eyes
Angry
eyes
Surprised
eyes
Blinking
eyes
Looking
right
Looking
left
Neutral
Mouth
Mouth
expression 1 (small)
Mouth
expression 2 (medium)
Mouth expression 3 (wide)
Use the first 3 letters, separated by an underscore, of each of the following, to create a character name...
Character class
First name
Last name
...then
add _EXP. The game engine will look for the “character name _EXP.bmp”
(BG1_GENERIC_FACE_EXP.bmp) file to use for the facial animations.
|
Typically,
the window for the eyes is 64w x 16T and the window for the mouth is 32w x
24T (see figure 1.4) X/Y
coordinates must be determined and entered into the Skins.dat file (see
the Skins.dat file, located under the Swatdata.res file, for entry
information). Determine the X/Y coordinate of the facial feature by
pointing to the upper left corner of the feature window after it has been
placed in the face itself. |
Figure
1.4 - Standard Eye - Mouth Window (E : 64 x 16 M : 32 x 24) |
In
the Multi/sub-object character material, the layer used for the Face/facial
animation needs to be named FACE. (The
game engine will look for the “character name _EXP.bmp” (TAC_NEW_GUY_FACE_EXP.bmp)
file to use for the facial animations.
If
there is a handgun in the mesh (in a holster) that you want to hide (when drawn
from the holster) the Multi/sub-object material layer for that gun needs to be
named HANDGUN.
Characters
with grippers need the proper gripper syntax added to the “user defined
properties” for that mesh.
This particular example is for the TAC class.
SkeletonRoot=Bip_TAC
Pelvis
CreateGripper=Bip_TAC
R Hand Grips GRIPPER_TEMPLATE1 As Grip1
CreateGripper=Bip_TAC
L Hand Grips GRIPPER_TEMPLATE2 As Grip2
CreateGripper=Bip_TAC
Spine Grips GRIPPER_TEMPLATE3 As Grip3
Physique |
Do NOT
use the "triangle pelvis" option on your biped.
Do NOT resize, rework, add or
subtract bones from the SWAT3 bipeds. You
can move the character in figure mode to line up with the mesh.
The
game engine does not support deformable vertex.
When initializing the physique on the character the “vertex link
assignment” must be “rigid”. The
maximum setting for blending between links is 3. It is better to try and assign less blending if
possible.
SWAT3
supports Physique envelopes and weighted vertex assignments. SWAT3 does not support links, bulges or tendons.
GRIPPER_TEMPLATE1
needs to be linked to “Bip_TAC R Hand”
GRIPPER_TEMPLATE2
needs to be linked to “Bip_TAC L Hand”
GRIPPER_TEMPLATE3
needs to be linked to “Bip_TAC Spine”
You can
move GRIPPER_TEMPLATE 1 & 2 on your new character to get proper alignment of
in-game weapons and other items. GRIPPER_TEMPLATE
3 cannot be moved because it is specifically placed to work with an animation.
Naming Convention |
Use the
first 3 letters, separated by an underscore, of each of the following, to create
a character name…..
So a
high polygon new guy tactical character would be named TAC_NEW_GUY_HIGH
You may add more texture maps as you see fit, but this will slow down game play.
Weapons |
You
only need to build one version of the New Game Weapon.
It should be around 100-200 polygons. It should have a maximum texture size of 128x128.
You can use a larger texture, but it will slow down game play.
An
extra polygon is added to the end of the flashlight and given it’s own texture
layer in the Multi/sub-object material for that weapon. That polygons normal
will be referenced by the game engine and used to place the flashlight beam.
This polygon’s texture is named FLASHLIGHT.
If
there is a Detachable Magazine for the New Weapon, give it its own texture layer
in the Multi/sub-object material for the weapon.
The texture name will be MAG. If
you need to use more than one Multi/sub-object material layer to texture the
detachable magazine, name ALL of the layers MAG.
The game engine will look for all instances of the word MAG and hide that
texture when the detachable magazine is removed & reloaded, etc.
Remember to build a set of polygons to cover the
hole in the weapon where the detachable magazine is removed.
New
Weapon files need to include GRIPPER_TEMPLATE1 and GRIPPER_TEMPLATE3.
The gripper templates need to be placed in the location where the
character will grip the weapon. GRIPPER_TEMPLATE1 and GRIPPER_TEMPLATE3 will be
in the exact same location. Do not
link the gripper to the weapon.
New
Weapon files need the proper gripper syntax added to the “user defined
properties” for that mesh.
Do not
include an ORIGIN OBJECT in the New Weapon file.
Detachable Magazines |
Build a
separate detachable magazine for the weapon that can be held and dropped by the
character.
Detachable
magazine files need to include the ORIGIN OBJECT.
The top/center of the ORIGIN OBJECT needs to be placed in 0,0,0 the
location of the World coordinate system. The
ORIGIN OBJECT acts as a floor reference.
The
Detachable magazine needs to be placed on it’s side. (As you would want it to
appear if it had be dropped and discarded by a player.)
Detachable
magazine files need the proper gripper syntax added to the “user defined
properties” for that mesh.
Shell Casings |
Shell casing files work exactly like detachable magazines.
Shell
casing files need to include the ORIGIN OBJECT.
The top/center of the ORIGIN OBJECT needs to be placed in 0,0,0 the
location of the World coordinate system. The
ORIGIN OBJECT acts as a floor reference.
The
shell casing needs to be placed on it’s side. (As you would want it to appear
if it had be dropped and discarded by a player.)
Shell
casing files need the proper gripper syntax added to the “user defined
properties” for that mesh.
>> Next: Creating Missions |