Since the 16ton family does not wish to help out the people that are NOT German, I have taken it upon myself to start translated some of the information found in the forum when it comes to modding. We seem to have been forgotten when it comes to everything including patches and tutorials.
The following is a translation using software to translate the forum that was showing information on adding models to EM5. I have not changed the information and also the photos were not kept and can be found on the original forum. Hopefully some people that are far smarter then me can make sense out of this and start making or importing models.
The original post can be found here
http://www.emergency...zu-importieren/
you can find the pics of the examples here.
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Hello,
In this tutorial I will explain you how models in the Emergency imported 5 editor.
What you need:
Emergency 5
A licensed version of 3ds Max (in my case 2015). A 3-year license for students can be found here
A current version of OgreMax Scene Exporter DOWNLOAD
An image-editing program with TIF support
SVN or Git repository
Step 1: Edit and exporting the model
Is first and foremost you need a model. IMPORTANT: The model may only get a texture. In my experience, the editor per model supports only one texture. In addition, the model must be stored in a format that supports 3ds Max. To import it, you click in 3ds Max in the top left corner on the square labeled "MAX". In aufgepoppten menu you now click Import and choose your model (I have an imported as a .3ds file. This includes all childs of the model). Now that looks something like this:
Next, we take care of the texture. The texture of the model must be saved than twice as large as you like they have in the game. This means to have a 2048x2048 pixel great texture to your model, you need a large output 4096x4096 texture. Another feature is that the texture needs to be saved as .tif and needed after the name _c. So testtextur_c.tif. The _c is the colormap. The name of the texture should be the same as that of the model.
To assign the model in 3ds Max, the new texture, it opens by pressing the M button of your keyboard the material editor. You'd have to be here now:
On the left you see now the Material / Map Browser. Under the Scene material riders you see now your material for your model. By right-clicking on the material you can rename it with Rename. The name of the material should be the same as that of the model. In the middle of the window, in the so-called view, two objects are published. Maximizes the material editor and put on your .tif texture by drag 'n' drop in the view. It should appear a third object:
Now, note the green dots on the red line. Click with the mouse in the right circle of the newly inserted object and moves with the mouse button held a red line to the goal of the old red line:
Now click on the origin of the old red line and click the Remove button to delete it. Now close the material editor again. If you should now find that your model still has no texture: Do not worry! The texture was assigned, but will not be displayed. Check you can by clicking on the menu bar item rendering and then render. Or do you use the key combination Shift + Q.
Next, we take care of the Smooth. We have to choose all objects in the viewport and opens on the right side of the tab menu Modify (square with "Rainbow"). There you open the top-down menu and select the Modifier List Entry Welder. Then you open the menu bar Modifiers and then the menu item Meshediting and there you click on Smooth. Both entries should now be published in the list below the menu:
Now even right-click in the list and then select the point Collapse All. Finish! Now we have carried out the anti-aliasing on the model and we can after we have scaled the model to fit size (Can also be done in the editor) to take care of export. For this purpose, it opens in the menu bar OgreMax, there then Export -> Export Scene open the Export dialog. This opens a dialog where you can specify the location. After the export should be included in the selected folder for each model a .mesh and a .material file. Now also copies your texture in the folder.
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Step 2: Import the model to the Editor
The interface prompts you that you are all the files that you want to import in a SVN or Git repository. Upload your files in such a folder and open the editor. Now you can drag in the viewport of the editor, the .mesh files by drag 'n' drop. Maybe opens a window that asks if the folder where the model is to be used as a data source. This confirms her yes. After a while, it should look like this:
If you go to the top list of the far right, then you will find there the prefabs. Here you can change the name and category of the model. By clicking OK, the model will be imported into the editor and it is a fitting Prefab created. Now you can Prefab in your browser heruaussuchen imported model and place it on the map. After possible transformation of the whole looks like this:
That was the basic import models into the editor. There are also many features that you can implement technically texture. Here, however, is only the basic import models are explained. Should anyone have problems or questions, let me know! If you find mistakes which may keep them: D
Otherwise, I hope you enjoy! Suggestions and additions welcome!
Regards
Keano
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The above mentioned Keano was the original author of the information and should be thanked if you can get any use out of this information
Have a great night / day everyone
Bill