Quest3D

Reference
Step 3

So now we have 1 object with 2 different UV sets and textures, to get them into Quest 3D we have to import the object 2 times, one time for the diffuser map and 1 time for the lightmap. So assign the diffuse map to you object with the correct UV set and export it to a .x file. Now assign the lightmap to the object with the correct UV set and export it.
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Step 4

Now we have 2 objects in Quest 3D 1 with the diffuse map and 1 with the lightmap. We are now going to copy the UV set from the lightmap object to the diffuse map object so we have 2 different textures and UV sets on 1 object.

To do this go into object mode and control + click both objects. Now right click on 1 on the 2. Now select Channel Tools > Merge UV sets

To make the surfaces easier to recognize I named them all ( RMB on the surface in object mode > Channel Properties)

Make Sure the lightmap object is on the left, if not press “Swap <==>”.

Now set the texture stage you are going to import the UV set to, to 2.

To transfer the UV set, LMB on the Box surface in the left object/row then LMB on the same surface but in the right object/row.

Now click on “Copy UV Selection =>”. Do the same for the plain surface.

Now you can got to the second texture stage of the box surface and select UV set 1 and assign the lightmap texture. Under blender mode (advanced) put the Op to modulate. Do the same for the plain surface and we are finished, you can now remove the lightmap object. 
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add trees to Forest Interface

Ophelia

The Button

data/interface/Button.cgr
this is where the rollover for the buttons are.

Adding Powers

  1. import object
  2. open both folders
  3. rename the Motion to Matrix and the "body" to Material
  4. right click on both Matrix and Material and change them to "Parameter Channel"
  5. This should be either saved as an Asset unto itself of combined into another asset group.

Channelgroups to replace the pond land

UVs


Graveyard Editor

This is just for placement.


Collision Objects

Collision objects are 1 meter underground and 3 meters tall.
In the case of the Ruin:

For the Trees


Nature Painter

[::NaturePainter]

Quest3D diagram headed Anatomy of a Nature Painter: a node tree from Start3DScene down to pine-tree surfaces, with textures, materials, and object data circled

It was alot simpler than I thought to understand this. Basically just import the Objects as normal.

The trick is to paint the trunks first and then copy/paste that NP channel and connect the Object Data from the leaves. This ensures that when you use random to paint on the ground all the matrices are in the same place. Just remember that if you make changes/add more trunks that you need to re-copy/paste/hook-up the trunk's NP channel.


Ground Multi-Texture

Quest3D tutorial titled Multi-texturing the Earth: handwritten arrows explain copying a grass surface to a dirt surface with a black-and-white alpha map
  1. Copy the ground Surface and its children together with it (SHIFT+click copy/paste)
  2. Make sure to label the Surfaces or you won't be able to tell the differences in Object view
  3. copy one texture channel for loading the alphamap (alphas must be .jpg format) in the texture channel Load a blank white .png and then Load Alpha the .jpg
  4. Object View: inside the ground Object will be two Surfaces. Leave the one with the main tile alone. For the alphamapped Surface add a 2nd Texture Stage under "Mapping" choose "UV Set 1" there will be a pop-up... Let it generate a new UV map with Planar Y mapping. Then use the settings in the screenshot. It should work.

Importing (obsoleted method)

Annotated Quest3D screenshot: a tangle of linked channel blocks with pink circles and arrows marking which body and motion nodes were already there
  1. turn the motion into a parameter channel
  2. Open each folder that hangs off of the DX8 3D Object (body)
  3. turn the first DX8 Material into a parameter channel and remove all the other materials.
    (the materials are the longest ones with all the little chupkins at thhe bottom)
  4. select the Tile you want to replace (from the Tiles folder) open it in another window
  5. connect the object to the caller of any tile group that is in the game. (it turns blue)
  6. you are replacing the Object so...
  7. reconnect the children.

!TestLoader.cgr --> replace the tiles in the main data folder

for the lighting
make sure you have removed all the materials except the first one. it becomes a peramenter channel which adds another chupkun to 'body' attach the material.

select everything in the channel group!!
then
in Object/Texture
TEXTURE
MODULATE
CURRENT
in Color blending AND in Alpha Blending
&&
Surface --> Advanced --> Reject Alpha Pixels