Converting a Classic Trilogy 3DS Model to Obj for Stinky and Loof in Wonderland

Custom models designed for the classic Wonderland trilogy are in 3DS format. 3DS is an old binary-based format that unfortunately cannot be imported directly into Stinky and Loof in Wonderland. However, you can use the free and open source 3D modeling program Blender to convert a 3DS file into the obj format that can be imported into the game.

  1. Download and install Blender

    Blender is a free and open source 3D modelling program. Download it from the Blender.org download page.

  2. Download and Install tne 3DS Import/Export Addon for Blender

    As distributed, Blender cannot import a 3DS file. You can add this capability by installing an add-on.

    1. Download Blender add-ons from the Github blender-addons-contrib repository by clicking the link and selecting Code>Download zip.
    2. Open the zipped file and copy the io_scene_3ds folder to any convenient directory.
    3. Zip the extracted io_scene_3ds folder into io_scene_3ds.zip.
    4. Open Blender and select Edit>Preferences...
    5. Click the Add-Ons button on the left. Then click the Install... button at the top, navigate to the io_scene_3ds.zip file, select it, and click Install Addon.
    6. Wait for a few seconds. Blender shows the new Add-on on the Preferences form.
    7. Click the checkbox to the left of the add-on. Blender boldfaces the preference name to show that it's enabled:
    8. Close the Blender Preferences form.

  3. Delete the Camera, Cube, and Light in the default model.

    The default Blender start page includes some standard items that you won't need or want when converting a 3DS file. To delete them, click anywhere in the main Blender window, press "A" to select everything, and then press Delete to delete them.

  4. Import a 3DS model

    Open the Blender File menu, go down to Import, move the cursor right, and select "3D Studio (.3ds)", which should be the last item in the submenu. Blender pops up a file browser. Browse to and select one of your model files. Blender displays the model.

    Note: The model in the screenshot at right is from the aztecarch directory of the The Return To Wonderland Level Archive

    Blender notes:

  5. Prepare to Add Textures

    Blender does not automatically include textures (colors and labels) on an imported 3DS model, so you will need to add them manually. To prepare to do this:

    1. click on the Viewport Shading icon at the top right (circled in red in the image at right). This causes Blender to show the model with textures. Since the model currently doesn't have textures, it turns grey.
    2. Click on the small right-pointing arrow to the left of "group" in the Scene Collection panel at the top right of the screen. Blender shows the objects that make up the model.
    3. Click on the first object in the model (the first item tagged with a downward pointing green triangle). Blender shades the line to show that it's selected and displays the object panel in the lower right of its window.
    4. Click the Materials icon (circled in yellow in the image at right), the second from the bottom of the vertical stack of icons at the left of the object panel. Blender shows the Materials panel.

    At this point, the right side of your Blender window should resemble the image to the right.

  6. Select a Texture for Each Material in the Model

    Each model contains one or more materials. To see the materials in the model, click on the materials dropdown circled in white in the image at right. You'll need to add a texture to each material to see the model in its full glory. To add a texture to a material, select it in the dropdown and:

    1. Click on the small white dot to the left of Base Color (circled in orange in the image at right). Blender pops up a form with a number of options in four columns. Click on "Image Texture" (circled in green below)
    2. Blender closes the popup and displays two buttons below Base Color. Click on "Open"
    3. Blender displays a file browser window that you can use to the select the iamge file with the texture for the material. If the model has only one texture (usually model#.jpg), select it for every material. If the model has multiple textures, you will need to try each one until the model looks correct (unless the model's developer has made it easy by naming the texture after the material). You can use the controls described in Blender Notes above to examine the model after applying a texture.
    4. Repeat the above until every material in the model has a texture.

  7. Export the Model as an Obj File

    Export the model in obj format by selecting File>Export>Wavefront (.obj) from the Blender File menu and saving the file in any convenient location. This creates the obj and mtl files that you can import into the game.

This exports a single model as an obj file. To export another model, select File>New>General and begin from deleting the cube, light, and camera.