The Hand of Merlin – Creating models + meshes + destructions Guide

The Hand of Merlin – Creating models + meshes + destructions Guide 1 - steamlists.com
The Hand of Merlin – Creating models + meshes + destructions Guide 1 - steamlists.com

Guide for creating models, meshes, & destructables for The Hand of Merlin, written by its animator and environment & level designer ‘AleLuja’.
 


 

  1. Introduction – Import Export
  2. Editor Files – Creating mdl and bmf files
  3. Textures
  4. Lightmap
  5. Saving
  6. Covers & Destructions
  7. Props – Attaching them to covers

 
 

Introduction

Hello! I’m AleLuja, an animator, environment & level designer for The Hand of Merlin. I will show you how to import models into Serious Engine, and how to create simple and static (destructible) models.
 
 
We are using Blender (any 2.8 version will do) for exporting .amf files, which we use for importing into Serious editor. For this tutorial, as an example, I’ll be using a model which I had previously made for Zone03.
 
 

Creating models, meshes, destructions

 
This particular model was sculpted in 3dCoat, I’ve also made a retopology and textures there.
 
So, let’s begin! After you import your model into Blender make sure that your model is in the center, just to make sure you can always (right click) select your model, press on your keyboard Ctrl+A and choose All Transforms.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Introduction - 1BBE51B
 
 
After that you can export your model. Make sure that a model is selected and then go to:
 
 
File -> Export -> Croteam (.amf)
 
(You can get the export script here – [google.com] .)
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Introduction - B0B954A
 
 
C:\RoomC\Merlin_dev\Content\Merlin\Kits\Zone3\Skirmish\Cover\AqueductPillar01\Sources\
 
 
-This is the path for this particular model, but you can always create your own folder named as you like
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Introduction - EC942C9
 
 
And now, when you’re done with exporting we can go into the Serious editor.
 
 
 

Serious Editor Files

Creating mdl and bmf files in Editor

 
Now you can go to:
 
File-> New -> Model
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - B680C5D
 
 
You are now in the Model editor and a green cube will appear.
 
Press E+E on your keyboard to enter Mesh editor or press on “Model editor” like on this image:
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - 34A96B2
 
 
The green cube will disappear, and then press Ctrl + I and find the path of your .amf file.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - 97C53D9
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - BA3AB15
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - FB54BF9
 
 
Sometimes models are too big or too small, so if you want to make sure that your scaling is right, simply turn on the grid. It is under settings on the upper right corner of your screen.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - 1C0BC53
 
 
This particular model is too big so it has to be scaled down a bit. You can scale a model by holding Ctrl + Shift + RMB (by moving the mouse left/right a model will become bigger or smaller).
 
Blue, red and green arrows will appear.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - D526B80
 
 
When you’re done with scaling press Ctrl + A
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Serious Editor Files - 307F1A9
 
 
and then OK.
 
You can always scale your model later if you notice that it is too big/small, but
 
It is very important that you do not rotate a model while you are in Mesh editor, otherwise the colour and normal maps can appear broken.
 
 
 

Textures

Usually we are saving our colour/normal maps in .tga files but for the editor you will have to create .tex files from your original colour/normal maps.
 
Press Ctrl + Shift + T
 
Find your textures and press open.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - F32DB51
 
 
For the colour maps settings should look like this (texture size might vary)
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - A259876
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - 6A07DF6
 
 
If everything is okay – press Create.
 
Settings for the normal maps are similar, just make sure to select “no streaming” and “normalmaps” under Flags
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - 83F5B24
 
 
And this is the setup for creating gloss maps(mask). It is the same as for colour maps, except for the “Format” options. Make sure it is set as a “compressed translucent (8bpp, RGBA)”.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - D92FA7C
 
 
On the left side of the screen is the “Layer” bar. Find the Shader settings under Configurations.
 
You will have to change the Shader type from “Node” into “Standard”.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - 1BB692C
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - 1BAF793
 
 
After you’ve changed the shader, browse your colour map’s .tex file under “base texture”.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - BBFE42E
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - 4B4547D
 
 
Type “Texture” under “base uvmap”.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - BBF2601
 
 
Do the same thing for the normal map.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - C9A60C4
 
 
And for the gloss mask.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - C98A971
 
 
By playing with the “base specularity” parameters the model will appear more or less shiny.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Textures - 06C6564
 
 
You can also add a height map if you like, but since a lot of in-game models are very small, we opted for not using them.
 
 
 

Lightmap

While we are still in the Mesh editor, we will have to create a light map.
 
Press Shift + S and type Shadow under Target UVMap option. If all options are set correctly, press OK.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Lightmap - 6DC962A
 
 
Press 8 (on your numpad) and A; your lightmap should appear on the right side of your screen.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Lightmap - 5F1C1D3
 
 
As I mentioned earlier, this model is very big – so it has to have a bigger lightmap.
 
Usually for terrains we are setting the lightmaps to 512×512, but for small models 16×16 or 32×32 should be just fine. Tiny props work well with 8×8.
 
You are setting your lightmap size in the upper right corner:
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Lightmap - D4208E7
 
 
When you’re done, click on the “Mesh” rider in the lower left corner. And then, on the upper left side, you will find the “Lightmap” settings. Press on the yellow + icon:
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Lightmap - 7C272AA
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Lightmap - B53CCAF
 
 
Under the size options type in the same value you chose for the lightmap before:
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Lightmap - EA75491
 
 
And now our model is ready for saving. 🙂
 
 
 

Saving

Go to File -> Save As and save a .mdl file
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Saving - AB50F02
 
 
Then go back into the Model editor:
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Saving - 56C9709
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Saving - 05D512D
 
 
Under “Config” in the lower left corner (press Alt + 1 or find it in View options if it’s not visible right away) you will find the “Meshes” list. Expand it and, under Mesh, press an the arrow to save a .bmf file:
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Saving - CCEB8B2
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Saving - 7F34D90
 
 
 

Covers and Destructions

All of our models are placed in 4 galleries.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 3297536
 
 
Each gallery contains models which will appear in skirmish maps, for example lets open 03_ZoneGallery.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 0FB5B26
 
 
Models on the left side (circled with red) are simple models. These models are placed around the playable areas. They are never placed in the playable arena itself simply because they are not destructible.
 
On the right side (circled with blue) are covers (destructible models) which are always on the playable areas.
 
And lastly, the models (circled with yellow) are the static models (props). We’ll get back to those later.
 
 
Now, in the upper right corner under Rendering, find HOMCollisionGrid.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 172D32F
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 1682F0E
 
 
When you enable this, you will see that the models on the right side will turn yellow, green or blue.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 8556BC8
 
 
Yellow models are the high covers. Green ones are low covers and the blue ones are simply to create obstruction.
 
 
Now let’s go back to our model. Press the Insert key on your keyboard and the green cube will appear just like it did before when we were creating new .bmf and .mdl files.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 39586C2
 
 
On the left side under “Entity” browse out your model. You’ll want to search for a .mdl file that you’d previously saved.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 4B80327
 
 
Under Entity list->Geometry find (Merlin) Destructible
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - CCFEFE0
 
 
Select your model, then click on (Merlin) Destructible and press the icon with a green arrow on it to convert the selected entities.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - F6093E5
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - C466578
 
 
After you converted the model into a destructible, select the model again. Under Entity, go to Destructible params -> press an arrow-> New -> (Merlin) Destructible params.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 75BABB2
 
 
As we mentioned earlier, this model is quite large. As such, it is detected as a high cover.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - F212DDB
 
 
Now we have to save a .rsc file.
 
Under Destruction params-> press an arrow -> save as
 

 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - BC1134F
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - FA57138
 
 
While you’re still in the World editor you can press Ctrl + T to enter the Simulation editor.
 

 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 2D29E74
 
 
Press the M key and when you start clicking (LMB) on models – they will explode.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - DC1A439
 
 
Let’s say that you like the way this particular model explodes and you would like if your model exploded in the same way. Quit the Simulation editor by clicking Alt + Q.
 
Select the model (the one with an explosion you liked) and open the Destruction editor.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 8E45855
 
 
Under Holder, select the CEdtDestructionHolderline. Press Ctrl + C (to copy configs and the destruction settings under it).
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - EF424F2
 
 
Go back to the World editor to select your own model. Open Destruction editor once more and under Holder– select its CEdtDestructionHolderline. Press Ctrl + V (paste).
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 345380A
 
 
Save your model. 😀
 
 
The only thing left to explain are the static models, those that are circled yellow in the screenshot presented earlier.
 
Since those models are tiny, they are usually attached to the covers and do not require special particles. They just disappear. A few of the stones, wood pieces and shrubs are an exception.
 
So, if you decide to make your own props just to beautify a scene, you can always copy CEdtDestructionHolder parameters from the existing props and paste them onto your new prop. But first, when you insert a new model into a gallery or a skirmish map (any .wld file), your model will be a Simple model by default. It has to be converted into a Static model.
 
You can do that by selecting your model and finding a “Static model” option under the Entity list:
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - AADF5EB
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Covers and Destructions - 8D92E30
 
 
And Confirm entity conversion.
 
 
 

Props

Attaching props to covers

 
One more thing and we are done. Let’s say that you’ve made a table model and you would like to add a few props on it, in order to make a scene look more beautiful and realistic.
 
E.g. this is your scene.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Props - 0D7FAB5
 
 
The table is a destructible cover and the props on the table are static models. Since props are not attached to the table, they will levitate and stay in the scene if the cover is destroyed. You can avoid that by following this steps:
 
Select the table and under Entity list find Support models.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Props - 58424F5
 
 
Press the yellow “plus” symbol on the right side.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Props - 5F4FE6E
 
 
Press the picker icon.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Props - 61FE206
 
 
And then select a model on the table.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Props - 9C311EB
 
 
Since there are 4 props on the table we have to repeat this action.
 
Add 3 more supported models by clicking a yellow plus icon and then select each prop with a picker.
 
When you’re done you will see that the table cover supports 4 props.
 
 
The Hand of Merlin - Creating models + meshes + destructions Guide - Props - DAFF954
 
 
Now you can test it and see if you did everything correctly.
 
Press Ctrl + T (to enter the Simulation editor), press Mand then select (LMB) the table.
 
If everything disappears then you’re done.
 
 
Don’t forget to save the models. 🙂
 
 

Written by Mibs

 
 
I hope you enjoy the Guide we share about The Hand of Merlin – Creating models + meshes + destructions Guide; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 


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