MOD TO SOD CONVERSIONS MADE EASY TUTORIAL
By Bubba91873
Mod To Sod Conversions Made Easy Tutorial
Though this procedure looks like alot of work it really isnt.Its alot easier then
what I have been doing.
Al thoug htis is primarily for SFC 2 and 3 models converted to Sod format this can be applied to other models as well.
Programs You Need Are:
3ds Max R3 or newer
PSP 7 or Photoshop
Milkshape
UTMV or Assimview arent need but they arent bad to have
Max Plugins
A1 sod exportor
SFC 2 3 importor exportors
Milkshape Plugins
SFC 2 importor exportor
Model Statistics Plugin its a nice feature to have
Step 1. Place the model and textures files in a folder with all files in the same
folder together.
Step 2. Open Milkshape up on your desktop, go to file->import and look for the .mod
file ( this is the model file for SFC models )
double-click it to open in Milkshape.
Step 3. Go to the Groups tab in Milkshape and you will see a list of all the groups
the model has along with the texture that is assigned to that group.If you see this
you are in great shape!
Write down the groups and what texture is assigned.You will need this info later.
Step 4. Go to your Materials tab. Write down the info you see in exact order.Writing
this down on paper will save you time when you are having to swicth between programs
to get what you need.
( Side Note ) SFC models come with seperate light maps in addition to the main
textures.This is where the Alpha channels are placed.We need to get rid of those as
we won't be using them.
Step 5. Now you know exactly which textures goes to the model, what groups the
texture is assigned to, and what the model should look like.This will be invaluable
to you later.
Step 6. With the information that you have now on paper, Open up your favorite paint
program, I prefer PSP 7 personnaly.
Create a new texture file 512 x 512, black background color, 16.7 million colors and
make sure its pixel size. All of the textures that comes with the SFC model is going
onto this one texture!Amazing isnt it? Ok, once you have that done, in your paint
program open all the textures in the exact order that they are assigned to the model
using the info you wrote down earlier.
Now you have to make a decision, this new texture file you just created can hold
either 4,8 or 16 old textures into one by resizing the old textures and copy and
paste.The point is to try to fill-up the graphic as much as possible.
If you have 4 textures make the grid 256 x 256.
If you have 4-8 textures you can make the grid 128 x 128 or a combination of the 2
sizes.Like you could have 2 that is 256 and 6 that are 128.
You can place 16 textures into the new texture by resizing them to 64 x 64 but that
will make them really small and I would avoid that.
Click View->Change Grid And Guide Properties
Inside the pop up window choose pixel size 128 x 128 instead of the default 10 x 10.
Check snap to grid.Check Snap to upper left.
Now with that complete, Click on the first texture to be copied to make it the active
window and click Selections->Select All and then click Edit->copy then click the 512
x 512 texture and click edit-> paste in the upper left corner and then repeat this
for the other textures until your graphic is filled up.
Close all the old textures without saving them and Save the new file as tga 24 or 32
bit uncompressed tga in the same folder as the other files.
Step 7. Open a paint program, I prefer PSP 7 cause it has a nice multiple screen
capture utility that you need.You are going to take screen shots of each group and
texture material that is assigned to that group with its "original UVW
coordinates".You will compare the old textures maps to the new ones you will do
later.
Inside PSP 7 click File->Import->Screen Capture->Setup
Use these settings:
Full Screen
F3 or any appropriate hotkey that you can remember.
Delay timer 1 or 2 seconds ( 2 should be the default )
Check Multiple Captures ( This will allow you to hit your hotkey and take a
screenshot of the window you are working in each time you hit the hotkey.The
screenshot will automatically appear in PSP 7 when you are finished.
Now click your button called Capture Now or simply double-click the camera icon
located on your main tollbar at the top of PSP 7.
Now you are ready to take some pics.PSP 7 will now be minimised to your desktop once
you have clicked the capture now button or the camera icon.
Step 8. Inside the Materials tab in Milkshape you will see towards the middle, 2
buttons with the textures assigned to the particular grouping, underneath 4 buttons
called Ambient, Diffuse, Specular, Emissive.
The top one is the main texture we want to keep, the bottom one is the light map we
don't want.If the second one is empty and just says none then thats fine.Less work we
have to do.
To the right of the 2nd button you will see a button with the word none marked on it.
Click it and the second texture which was the light map is removed from the model.
Now that you have removed the light map, you need to assign the texture that you made
from combining all the textures into one to the model. You do this by clicking the
top texture button that was the old texture and a directory box pops up directing you
to the texture you made.
Find the new texture and highlight it and click open.Milkshape has now assigned the
texture to the group.
You will see a text box below this with the word rename beside it.
Type in the new name of the texture you just assigned.
Now click the Assign button at the very bottom of the Materials tab in Milkshape.
Step 9. Now open the jpeg file in windows picture viewer that you made earlier with
the screen capture utility same name as the texture that you are working with.
You will be using this jpeg to compare the texture mapping that you will be doing
later.
Step 10. Switch back to your Milkshape program and on your Groups tab highlight your
first group and hit the Select button.The group will now be highlighted red in your
view windows inside Milkshape.
Highlight each group that you see one at a time and click the hide button except for
the first group you are working with.
Now with your first group highlighted red and all other groups hidden and out oif the
way you can now got to your Window button located on the main toolbar at the top of
Milkshape and select the Texture Editor.
A small window will open up inside Milkshape.This is the Texture Editor.
Underneath the button that says Region there will be a text box that has the name of
the Group showing.Click the down arrow button and find the Group name you are working
with.This should be the first Group in the list.
Now the new texture that you created earlier will appear in the Texture editor along
with the selected polys you are working with.
All the red dots should be highleted red, if not click the Select button and select
all of them and click your Move button to move them to the middle of the scene.
At this point you will probable have to go back and forth between the jpeg image of
what the old UVW coordiantes looked like and the new one you are doing now.
Now its just a matter of clicking the Scale button and scale down the red selected
polys to match exactly what is shown in the jpeg viewer to the texture you are
working on.I usually just drag the cursor at a steep angle to the left to make the
polys smaller to fit the texture exactly as the the jpegs show.
That is it!Just repeat this process for your other groups in the model making sure to
hide the ones you arent working with.Once you have assigned the new texture to all
the groups in the model and made sure that the light maps were deleted from the model
reference you can export the model to a mod file and either overwrite the old one or
create a new mod file with the old one as your backup.
Step 11. Open the new .mod file with the UTMV or Assimviewer and make sure the
texture show up correctly on the model.It's not sorcery it's called converting.
Step 12. Follow Westworlds BBOM to import the mod into 3ds Max and add hp's and other
nodes and your finished dude!