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Old 03-01-2025, 10:29 PM   #1
Yegg
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Join Date: Jan 2018
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Question [Approach Question] Keep Existing Park Factors, Adjust Custom 3D Ballparks

Hi all; long-time player, first-time modded in OOTP, and wanted to validate an approach with the community before starting off.

As part of an online league, we used OOTP17 for a long while, and I had made some custom 2D ballpark images to use for our teams to watch playoff games “live” as a group. We then moved to OOTP22, and now utilize the 3D park feature. I’d like to make customized fields, without modifying the park factors and impacting the game (for example, one park has an infamously short left-field porch, and want to retain that).

Most of the tutorials start from the ground up; however, there are so, so many 3D ballparks already made, I had hoped to use those, and customize with basic retexturing and some model modification (outfield fence position, stadium names, etc.) / addition.

My initial plan was to attempt this order, but looking for input if this isn’t the most optimal way:
- download the custom stadiumÂ’s file
- start with adjusting the model to match the outfieldÂ’s perimeter
- retexture / modify the rest of the stadium
- update the .prk file of the custom stadium to match the existing in game park factors
- select the stadium in Team Settings, and adjust the grid to map to the stadium correctly

If the initial model is close enough to the correct dimensions, can the re-grid / re-map feature be used, and I could omit having to modify the solid modelÂ’s outfield fence line? IÂ’m just not familiar with how it works.

Will toy around with importing a standard custom statium, and see what happens, but would appreciate any insight.


Thank you!
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Old 03-02-2025, 03:52 PM   #2
Yegg
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Join Date: Jan 2018
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So, I ended up doing the following:
- start with ballparks that have roughly the same outfield dimensions; otherwise, adjust in SketchUp
- make adjustments (including using 3D text to label outfield distances, to match the existing stadium)
- download files from 3D Workshop as the .dae files, and import into SketchUp 2017 (can’t direct import without the up to date version)
- export as a .obj file
-in OOTP, load in the new model
- snap the grid (home, 1st, 3rd)
- load cameras from an existing ballpark’s .ootp3d file
- select “save 3D stadium” in the top right

This seemed to do the trick, and allowed me to not have the game touch / adjust the park factors.

One down, a few to go.
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Old 03-03-2025, 12:22 PM   #3
eriqjaffe
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Quote:
Originally Posted by Yegg View Post
download files from 3D Workshop as the .dae files, and import into SketchUp 2017 (can’t direct import without the up to date version)
FYI:

https://extensions.sketchup.com/exte...-newer-version

That'll allow you to convert newer SketchUp files to 2017-compatible.
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Old 03-04-2025, 11:31 PM   #4
Yegg
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Thank you!

Currently, my main issue for my second park was…not starting with one of yours; the first one used Avalon Park as a starting point.

The second used a combination of two of Flying Canucks, Modern Woodman and BC Place. However, he doesn’t have a SketchUp file in the download, and I can’t get the .obj into SketchUp, so I imported to Blender, and tried to export to .dae; however, the .dar imports as one group, so I couldn’t tweak. Ended up tweaking in Blender, and made the edits, but attempting to add other assets in, while that works (shows up in Blender), 1) a .obj export doesn’t load in OOTP, and 2) a .dae export doesn’t have those assets. 99% sure it has to do with positioning reference, as one showed up, but out of place and out of scale.

Importing that .dae into SketchUp works, and exporting it out of SketchUp as a .dae **loads into OOTP correctly**, but some (not all!) of the textures are off / don’t load; as it imports into SkechUp as one model, and not by group, I can’t edit them.

I have more time in a few days to trial-and-error my way through a few more attempts.
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