Using Solidworks to model objects for Sandbox

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Ben Althen

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May 18, 2018
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I have Solidworks on my work laptop and have a background in using it, so I would like to see if I can make some simple objects for @J.R. Franklin for his track projects.

I don't know much when it comes to the modeling side of objects that are used in tracks in Sandbox. I know few different programs are used, but I don't know the details on the file type needed to make them work in Sandbox and the game, or what goes into unwrapping them so a template can be created to texture it.

I'd like to know if it is possible to create models in Solidowrks and export them in a way they can be used in Sandbox. If anyone has any experience with this, please let me know.
 

Rufio2031

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Jul 3, 2017
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I think the biggest hurdle is that you basically need an old verison of 3dsmax which includes the Papy PAS plugin that will convert your model into a .PAS file. From there, you can use 3dsimed (I think) or the make3do console application to convert the .PAS to a .3do which the game uses. If you have that then as long as Solidworks is able to export models in OBJ or maybe 3DS files you should be good because you can then import the model into 3dsdmax and complete the process.

In term of unwrapping for texture, as long as you have your 2D image that you've mapped to your object (this is the hardest part IMO) then the image needs to be a BMP or TGA and you can use WINMIP to convert the image file to a MIP file.

Note that I'm not expert on the matter and pulling this from recollection. This is pretty high level as well, there's a lot of detail that goes into each step.
 

Mystical

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Any 3d application that allows you to export UV unwrapped OBJ or FBX models (obj recommended) into 3ds max 8 (the version requires to export PAS files) will work. You could just do the modeling and UV unwrapping straight in 3ds max but it is way faster using modern 3d and paint applications to have a completed model ready to import in 3ds 8 instead.

After you've properly exported the PAS file from 3ds (which should have proper LODs for any complex 3do models that would use a lot of memory), day/night textures. etc then you can compile with make3do with your psg script.
 

Ben Althen

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May 18, 2018
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Thank you for the feedback, it definitely seems obtainable if I can find the right software and/or people to help me convert models.
 

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