CREATING A CUSTOM OBJECT
really help to set your SoM game apart from other games created with
the toolset. With custom objects there is no real limit to the type
of graphics you can use in your backgrounds and to interact with the
is not coded to run very quickly with custom objects, so begin with
objects that have a small number of polygons.
objects may flicker off the screen if their center point (0,0,0) is
out of the peripheral vision of the player or placed behind a solid
wall. Keep your objects limited to a maximum radius of 4-6 meters
(2-3 map squares).
can be transparent.
are lit differently than map pieces, so creating map piece patches
can be difficult.
careful naming your files, spaces and certain non alpha-numeric
characters may cause problems for the converter tools.
to get a 3D model:
- Make a model
is the most useful tool I’ve found for making a model from
scratch. It can open DXF, LWO, 3DS, OBJ and a few other file
types and then save them in X format that SoM can use. NOTE:
Metasequoia can not open X files so make sure you save your
projects in X and another format in case you ever want to
re-edit the object. How a texture is aligned on a 3D mesh is
called UV (stands for U and V coordinates to give them
distinction from the usual XYZ coordinate notations).
Metasequoia has good UV alignment controls. There is a freeware
and a shareware version of Metasequoia. I found that the
freeware version would not open some files that the shareware
version has no problem with. There are some decent tutorials
about Metasequoia here:
useful program is Tree Generator. It uses a simple interface to
design just about any tree imaginable. It can export to 3DS
which can then be converted to X format using Metasequoia. It’s
- Import a model
from a Playstation game
playstation KF titles use a 3D format called TMD. Usually TMD
files are lumped together on the CD so you will need to extract
them with a TMD ripper like PSX MultiRip. Once that has been
done, there is a program called Milkshape which can import TMD
files and then export them as LWO which can then be opened and
edited by Metasequoia. The TMDs will lose their textures, but
not their UV coordinate mapping (the UV says exactly what region
of the texture graphic is displayed on each polygon) so it tends
to be easier to remake the textures. Milkshape is available
- Use one of the
many free 3D models available on the internet
- There are
tons of free fan models on the internet in various formats. Many
of them are in 3DS format and they can be loaded into
Metasequoia and edited or textured as desired.
- Here’s a
site with link to free-model sites:
textures used for SoM:
- Should be in
- Must be at
least 256 colors
- Can’t be
longer or wider than 256 pixels
- Length and
width must be a power of 2 (16, 32, 64, 128, 256) Mixing sizes
like 16x256 is fine.
Once the 3D
object is saved in X format with Metasequoia:
Objects into SoM:
- Objects and
Items have 3 different parts:
file: the 3D mesh which references its texture (txr) internally.
file: the MDO’s texture
file: Contains various information such as the part’s name, type
(helm, lamp etc), its MDO file name, its collision rectangle size,
whether it can be rotated on Z and X axis or not etc.
- Making an
Put the X file (saved
with Metasequoia) and its texture BMP into a folder with ‘x2mdo.exe’
on your desktop. In this example I’ll say the folder is named
‘Piece’. Go to ‘Start>Run’ and type ‘command’ (always without the
quotes). In the command prompt that pops up type ‘CD desktop\piece’
(that will change the active directory to the Piece folder on your
desktop). Next, type ‘x2mdo.exe Z.x’ but replace Z with the name of
your X file, and push enter. Both the MSM and the TXR file should
appear in the Piece folder where the X and BMP files were.
- Making a TXR
TXR file will get generated when you make the MDO. They have the
same size/dimension requirements as any other texture.
you should make the name of your texture BMP exactly the same as the
name of your MDO file’s. Otherwise, it won’t automatically transfer
when you ‘build runtime’. Example: tree.x and tree.bmp.
- Making a PRF
The process will differ
depending on what type of part you are making. The PRF file for most
parts can be made with ObjEdit.exe, however, remember you can’t make
Objects with moving parts (traps, doors, chests, key pedestals etc).
To make a PRF with
ObjEdit.exe, put the MDO and TXR file in the appropriate SoM
directory. Run Item or ObjectEdit.exe and name, enter details for
your part then save.
To make PRF file for an Item/Object
not supported by ObjEdit.exe (Lamps, Doors etc) you will need a hex
editor. Open existing PRF files until you find one that belongs to
the same class as the part you are trying to make. Type over the
name and MDO name references and then save-as, renaming the PRF to
match your new part’s name. Here’s an example. The Pinkish area is
where the item’s name (which is displayed in the Editor) can be
written. The yellowish area is where the mdo file’s name can be
written. Just make sure you end the name with a hex 00 number (as
the white 00 between the pink and yellow shows).
I type over the above PRF text to make
this new item, then save-as under a new name (so I don’t overwrite
* - This section is taken from documentation created
by John David Osborne.