How do I convert Anim8or files?
How do I convert Anim8or files?
I can't figure out how to do this. I can only save it as 2 different types: .anim8 and *.* How do I save as .3ds?
- lucifer1101
- Posts: 369
- Joined: Mon Aug 07, 2006 12:48 pm
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I figured it out now. You have to export it as 3ds.
But now I'm having a size issue. When I import the model to my world it is always the same size no matter how big or small I make it with the converter or Anim8or.
I'd just like to ask if modelling is always as hard as it is now(Today is my first day of it) or will it become easier?
Next I need to learn how to texture...
But now I'm having a size issue. When I import the model to my world it is always the same size no matter how big or small I make it with the converter or Anim8or.
I'd just like to ask if modelling is always as hard as it is now(Today is my first day of it) or will it become easier?
Next I need to learn how to texture...

- lucifer1101
- Posts: 369
- Joined: Mon Aug 07, 2006 12:48 pm
- Contact:
It does get easier, really :] One of the trickiest things is the export process. I don't know Anim8or at all, but have a look through its export options and see if there's some setting that might make all your models come out the same size.
However... if it insists on doing that regardless of settings, you can still use the model converter to scale your stuff. You can choose a total height for your model, and it'll scale everything up to that height, and you can scale by percentages and so on as well.
Not ideal (really the scaling work should be done in your modelling prog, in case you ever want to go back to the model and change it) but it'd work.
/edit: Having just re-read your post, it seems you're having trouble making the model change size even with the converter... that's not right. My prediction is, you're forgetting there are two versions of the model you need to change: the one in the world server folder, and the one in the client folder. Unless you overwrite the client version (or delete it, so it can be downloaded again) then it won't appear to change, will it :]
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However... if it insists on doing that regardless of settings, you can still use the model converter to scale your stuff. You can choose a total height for your model, and it'll scale everything up to that height, and you can scale by percentages and so on as well.
Not ideal (really the scaling work should be done in your modelling prog, in case you ever want to go back to the model and change it) but it'd work.
/edit: Having just re-read your post, it seems you're having trouble making the model change size even with the converter... that's not right. My prediction is, you're forgetting there are two versions of the model you need to change: the one in the world server folder, and the one in the client folder. Unless you overwrite the client version (or delete it, so it can be downloaded again) then it won't appear to change, will it :]
f
- morbydvisns
- Posts: 1889
- Joined: Sun Jan 30, 2005 12:51 am
You will need to use the Modle converter to shange the scale, I believe under Tools in the converter.
I use wings 3d and what I have to do to make a usable tex map is unfold it and them use print screen to make a copy of the projection into something like MS paint. From there I flip the image horizionally and then start the long tedious process of putting together the texture.
I don't know about Amin8tor but wings allows you to move the bits and pieces around, stack them, rotate them and even to select different facets of the model. Once you get the tex-map done then you have to export it as a 3ds. Then open up the model converter and render it, scale it, usually (for like vehicles) have to rotate the modle (Tools), then also to save the collisions (Special/add collision) Also don't forget to stick to the floor. to get it to sit on the ground, for say a building.
You can raise and lower and move your model around in the converter. if your making say a hoovercraft, you want it off the ground a tad.
It makes it a little easier if your tex map is at first a bitmap. I render the texture on the model in the converter, add bits and pieces all as bitmap saving the bitmap image at each step and hitting "refresh texture". I usually work with my bitmap around 1000x1000 then scale it down to a more managable size and save as a jpeg when done.
I made the mistake of saving everything as bitmaps and it too like, forever to upload the world.
As for textures, you can find a lot on the Web, similar to this page: http://www.accustudio.com/exchange/textures.php?dir= then it is a matter of cutting, splicing and making an image out of bits and pieces.
BTW the act of coverting to jpeg will "smooth" your bitmap image.
Does it get easier? Yeah sure.
A word of advice, if you are creating say houses and you make a window picture, save it in another bitmap image that way you can just copy and past onto your new texture.
I use wings 3d and what I have to do to make a usable tex map is unfold it and them use print screen to make a copy of the projection into something like MS paint. From there I flip the image horizionally and then start the long tedious process of putting together the texture.
I don't know about Amin8tor but wings allows you to move the bits and pieces around, stack them, rotate them and even to select different facets of the model. Once you get the tex-map done then you have to export it as a 3ds. Then open up the model converter and render it, scale it, usually (for like vehicles) have to rotate the modle (Tools), then also to save the collisions (Special/add collision) Also don't forget to stick to the floor. to get it to sit on the ground, for say a building.
You can raise and lower and move your model around in the converter. if your making say a hoovercraft, you want it off the ground a tad.
It makes it a little easier if your tex map is at first a bitmap. I render the texture on the model in the converter, add bits and pieces all as bitmap saving the bitmap image at each step and hitting "refresh texture". I usually work with my bitmap around 1000x1000 then scale it down to a more managable size and save as a jpeg when done.
I made the mistake of saving everything as bitmaps and it too like, forever to upload the world.
As for textures, you can find a lot on the Web, similar to this page: http://www.accustudio.com/exchange/textures.php?dir= then it is a matter of cutting, splicing and making an image out of bits and pieces.
BTW the act of coverting to jpeg will "smooth" your bitmap image.
Does it get easier? Yeah sure.
A word of advice, if you are creating say houses and you make a window picture, save it in another bitmap image that way you can just copy and past onto your new texture.