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José
08 Dec 2006, 17:00
Hi, guys

I don't know if this is the right forum to ask for help about compiling and placing Sketchup 3D objects in FSX/FS9 sceneries.

If somebody could help me or just give me some directions, I would be grateful.

Regards,

José

arno
09 Dec 2006, 12:07
Hi Jose,

Have a look around the forum, there are a few threads discussing this. If I remember correctly you need to Pro version of SketchUp, as the free version can only export to the KML format for Google Earth. With the Pro version you can export to 3DS as well, which can be imported into GMax for exporting to a Fs MDL file.

José
09 Dec 2006, 19:20
thanks, Arno.

I'll try.

José

Marginal
10 Dec 2006, 14:00
If I remember correctly you need to Pro version of SketchUp, as the free version can only export to the KML format for Google Earth. With the Pro version you can export to 3DS as well, which can be imported into GMax for exporting to a Fs MDL file.One can write exporters in Ruby for the free version of Sketchup (hint: Sketchup.active_model.entities[].mesh is your friend). So in theory it should be possible to write a SketchUp->MDL exporter via .x format. The main problem is the lack of documentation on the FSX-specific extensions to the .x format. (I notice that the FSX SP1 SDK includes more information on materials, but I haven't picked through it carefully enough to tell whether the documentation is now sufficient).

The Sketchup Ruby APIs are not particularly well documented. If anyone wants to write a Sketchup->MDL exporter then contact me and I'll send you some example code from my Sketchup->X-Plane exporter to get you started.

José
10 Dec 2006, 15:19
Hi, Marginal

The Sketchup Ruby APIs are not particularly well documented. If anyone wants to write a Sketchup->MDL exporter then contact me and I'll send you some example code from my Sketchup->X-Plane exporter to get you started.[/QUOTE]


I'm an apprentice of 3D objects and find Sketchup more friendly to design simple objects to use in FSX.

But my Sketchup exports the *.obj format and I need to use 3D Exploration to open the *.obj and re-export to DirectX Model format, *.X, creating the files *.MDL and *.XML for Bglcomp.exe.

I would like to create those files directly from Sketchup, if possible, using a plugin or a script.

Could you help me on this issue?

Manfred Knorr
08 Apr 2008, 03:38
Just saw this thread. Has there been any progress?

If there is someone out there that can get a Google SketchUp model straight into FSX without all the stuffing around of re texturing, scaling and positioning that is currently required with Gmax, I'll pay them $100.:D

Creating a very accurate airport or city scenery is a piece of piss in SketchUp. Just get your plan view from Google Earth and import it. Then draw some polygons of the buildings, pull them up some to attach the photo texture and then adjust the height etc to match the texture. Presto! A perfectly scaled building in its exact location. Then it's just a matter of getting the night textures done, but I remember reading that FSX is much better than FS9 with that anyway.

So, which smart cookie coder wants $100? ;)

arno
08 Apr 2008, 15:05
Hi,

Humm, do I smell money :).

You have to refresh my memory a bit, the only export option there is to the KML format right? I have been planning to add a COLLADA importer to the ModelConverterX tool I am working on. As KML is basically COLLADA, that should allow importing the models and then writing them to FSX X/MDL files. But the COLLADA import part is not yet finished.

Manfred Knorr
09 Apr 2008, 02:31
I think the free version exports 3D models in KMZ format. I have the pro version and it exports in a variety of formats.

Marginal wrote "If anyone wants to write a Sketchup->MDL exporter then contact me and I'll send you some example code from my Sketchup->X-Plane exporter to get you started."

decapod
09 Apr 2008, 08:00
I've written a couple of exporters for Sketchup (MS train Sim and Trainz) and an exporter from 3D canvas to FSX
I will be doing one for FSX/X format, but not just yet.

Sketchup really isn't designed for game modelling and the output can be a little inefficient. Great for scenery but not much else.

Manfred Knorr
09 Apr 2008, 16:31
Scenery is all I want it for. After all, that is all I see out the window :)

So the $100 is no incentive?

bilia
24 Apr 2008, 16:52
Hi to all
The next is one of mi posts in this forum

Bingoooo!!!!!!!!
Hi to all:
I can now do the job:

- Making a building and texturing it in Sketchup (Pro)
- Then export from there to 3DS
- Then import this 3ds file in Gmax
- Then modifi the textures: (With "GIMP 2" But if the object is only painted and not textured it is not necesary the next two steps)
- Power of two and 24 bit for re-apply them whith Gmax in modificable poly mode and polygon mode.
- And Power of two and 16 bit for put it in the texture sub folder of mi scenery.
- Then export the file from Gmax to *.MDL.
- Then get this MDL whith Library Maker and put it in mi library to use it in FSX.

--------------------------------------------------------------------------------

Manfred Knorr
24 Apr 2008, 19:24
Thank you for your post bilia.

You make no mention of how you re texture in Gmax. The only way I can do it is by selecting each polygon in tern and clicking on Planar. at least then I have some idea of where the verts are located in the model. The sketch up texture mapping is an utter mess.

I believe that by clicking Planar the number of verts is doubled in FSX as it uses separate verts for the model and textures. This adds extra load on rendering.

I create textures the old way by fixing up the photo alignment, removing trees, fences, cars etc. then putting them all into a single 1024 x 1024 bmp.

PS. I am following your instructions using the multimaterials and the model will only show one of the textures so as I remap it all looks wrong.

bilia
24 Apr 2008, 22:55
I am sorry for mi poor english.
-You must get each texture with "GIMP 2" or other software and change it to power of two pixels,like this; 128x128,256x256,512x512,1024x1024...... and convert it to 24 bit and get it with Gmax like material to re texture in "modificable poly" and into it yuo must select "polygon" and select each face to apply the texture. Then you must export from Gmax the model to MDL file.
Then you must get each texture in power of two pixels and save it in 16 bit into folder "texture" in your scenery.
In mi model I do not am using multimaterial I apply each texture in each face selected like "polygon"

Timmo
01 May 2008, 19:07
My method is this:

1) Model and texture in sketchup
2)Group objects that you want as different objects- If you dont, Gmax will treat the whole model as one object.
3)Export the 3ds (preserving texture coordinates over welding vertices)

4)import into Gmax

5)aNow here is a choice: If you want full FSX texture capability (bump maps, reflection etc, night maps) youll first need to delete all the textures from the texture navigator (the mapping of the textures will remain, just the texture definitions will be deleted)

5b)If you are happy just to have a daytime texture you can just remap the textures to your original texture sheets (sketchup will have exported its own texture bmps and referenced to those) Skip to step 8

6)Now make new textures defintions (selecting FSX texture at the prompt).

7)If your object takes its textures from one texture sheet, you can simply select the object and hit apply- The new texture definition will be applied to texture mapping that you did in Sketchup and all will be dandy.

If you have textured one object from two or more texture sheets, texture the whole object using the texture sheet that will result in the least manual texturing of faces. Manually apply the texture definition to the other faces by selecting the relevant polygons.

8)Add the GUID and LODs

9)Export to .mdl and compile

Manfred Knorr
02 May 2008, 20:45
Thank you for the replies. I will experiment some more ;)

alex-krug
03 Jun 2009, 07:31
Guys, help needed here.


I made a model in SketchUp, exported as 3ds, load into 3DMAX8, exported with PANDA, compiled.

The problem is - the Z-axe in SketchUp became a Y-axe in FS2004.
Axis in 3Dmax set correctly i guess.

bilia
03 Jun 2009, 17:28
We need someone to correct my errors in English.
This is the best way I've found lately

For models only painted.

1- Export from Sketchup to 3ds model.
2- Import this 3ds model into Gmax.
3- Create the guid and friendly name from FS Tools
4- Export from Gmax to *MDL for FSX.
5- Open or create one objects Library.
6- Get de *MDL into the library.
7- With de tool you are use put de object into FSX.

For models textured.
1- Export from Sketchup to 3ds model.
2- Sketchup will export too in de same folder you have exported the 3ds model, files *JPG for each texture.
You will open each *JPG files for example with "Gimp" and in image-scale you must scale the file in power of two bits for example 128*128, 256*256, 512*512, 1024*1024.
Then "file-save-as" and you must choice BMP extension and save the file in the texture folder of your scenery in X1 R5 G5 B5 option.
3- Import the 3ds file into Gmax.
4- From Fs tools create the guid and friendly name.
5- Export the file from Gmax to *MDL for FSX. It is possble that Gmax will do eny message with errors "degenerate polys" but de file will export de same well.
6- Open or craeate one objects library.
7- Get de *MDL into the library.
8- With the tool you are use put the object into FSX.
I don´t know if it is the same for FS9

arno
04 Jun 2009, 13:46
Hi,

I made a model in SketchUp, exported as 3ds, load into 3DMAX8, exported with PANDA, compiled.

The problem is - the Z-axe in SketchUp became a Y-axe in FS2004.
Axis in 3Dmax set correctly i guess.

Why are you using 3DS Max? It is easier to use GMax, as there is an official gamepack for it. Now you are going from Sketchup to 3DS Max to Panda plugin to MakeMDL. By using GMax you can eliminate one step in this process and every additional conversion will make it more difficult to get things showing correctly in FS.

soulmaril
29 Oct 2009, 07:54
Lets blow to dust.

Who ever finds a solution to convert sketch up models to fsx will boost the fsx scenery world as there is tons of free-objects out there. A new era for free scenery design will begin :).

Is there any progress?

arno
29 Oct 2009, 14:04
I can say the COLLADA/KML support is still on my ModelConverterX wishlist. Not that much progress though yet...

bilia
29 Oct 2009, 15:53
Hi,



Why are you using 3DS Max? It is easier to use GMax, as there is an official gamepack for it. Now you are going from Sketchup to 3DS Max to Panda plugin to MakeMDL. By using GMax you can eliminate one step in this process and every additional conversion will make it more difficult to get things showing correctly in FS.

It is important to make a clarification regarding the instruction I gave above:
- The power of two may be different in height and width. For example 64x256, 1024x2048, 256 x 1024, 32 x 512 ........
- Is it right what he says Arno, which can be done directly with Gmax but when using real photo as texture Gmax not open the files. In this case it is necessary to open them first with 3dsMax and then override to open them with Gmax

Manfred Knorr
09 Jan 2010, 08:05
I still have that $100 prize. :D

arno
09 Jan 2010, 08:19
Hi,

Did you check the latest version of ModelConverterX? It can read the COLLADA DAE or Google Earth KMZ files that Sketchup 7.1 can export and allows you to convert them to FSX MDL files. There are still a few rough edges that I am working on, but for most objects it works quite good already.

Manfred Knorr
09 Jan 2010, 08:45
I just tried it out. I know nothing about collada but does it transfer textures too? My model only had a black and white checkerboard texture. I tried both options pertaining to texture in SketchUp.

Other than that is does seem pretty cool. ;)

arno
09 Jan 2010, 09:04
Hi,

The black-white checkerboard only means that ModelConverterX could not find the texture for display, but that it is part of the object. I think by default Sketchup exports these textures to a folder with the same name as your file.

One of the rough edges I am still working on is the textures. Sketchup normally exports them as JPG files, so that means you will have to convert them before you can use them in FS. At the moment you will have to change this manually in the material editor within ModelConverterX.

robystar
10 Jan 2010, 07:05
Hi,

Regarding the rough edges for using SU textures in FSX, I was wondering if anyone had any inkling of how to put several textures in one bitmap picture to lower the impact on fps?
E.g. Now you have to divide one picture into different subpictures and use each as a unique texture for one particular surface, meaning you have lots of different bmp's often with a size not much more than 56x56 or so. Ideally you would put various pictures in one 1024x1024 siize bmp.
I hope you understand what I mean.
I searched the SU forum but cannot find an answer there (maybe because I do not know the right wording).
Thanks.

arno
10 Jan 2010, 10:29
Hi,

You can also use one big 1024x1024 texture in Sketchup. As long as you do not use the "Make unique texture" option it should remain like that.

If your object already has all the different bitmaps, then it would be more work to reduce the amount. It is a function that I have in mind to add to ModelConverterX, but that won't be very soon.

scott967
13 Jan 2010, 00:13
Since my last attempt, I will go back and try to get SU to use my single 1024x1024 sheet for all the textures I place, but am I right in thinking if I want to also assign a night texture I will have to go into GMAX to do that?

scott s.
.

arno
13 Jan 2010, 15:01
Hi Scott,

If you use ModelConverterX for the conversion you can add the night texture there and then export directly to MDL.

scott967
14 Jan 2010, 03:41
I was hoping it could be something simple like that. I have to go back into SU and remap my textures and try some more. I see a new build of SU was released today, but don't see anything interesting in the release notes.

scott s.
.