Aarons Zone
Zhao 16 Jun 2010
after a massive 13 hours trying to figure out how to rig zero hour models i evidently did
You do not need renx or blah blah else eaither you just need 3dsmax 8.
- Can anybody tell me how i can make this background/cameo look better ?
Zeke 16 Jun 2010
Importing a w3d model removes all of it's settings.
You need to re-apply them before you export it.
For the tread texture, go to the 'Vertex Material' tab and under 'Stage 0 Mapping' change 'UV' to 'Linear Offset' and set the 'UPerSec=0.0' to 'UPerSec=-2.0' (the value doesn't really matter as long as it's not zero, ingame it will follow the 'TreadAnimationRate' in the vehicle's code).
For muzzle flashes, go to 'Vertex Material' and make the 'Emissive' color white, then in the shader tab, change the blend mode to 'Add'. After that go to 'W3d Tools' and check the '2 Sided' checkbox under 'Geometry Options'
EDIT: You only need RenX if you use Gmax, and IIRC you need the BFME II ModSDK to export stuff to Generals with 3ds max, though I'm not sure with 8.
About your cameo question, you need to make the terrain texture smaller, and zoom in to the tank more, A LOT more
Edited by Zeke, 16 June 2010 - 11:24.
You need to re-apply them before you export it.
For the tread texture, go to the 'Vertex Material' tab and under 'Stage 0 Mapping' change 'UV' to 'Linear Offset' and set the 'UPerSec=0.0' to 'UPerSec=-2.0' (the value doesn't really matter as long as it's not zero, ingame it will follow the 'TreadAnimationRate' in the vehicle's code).
For muzzle flashes, go to 'Vertex Material' and make the 'Emissive' color white, then in the shader tab, change the blend mode to 'Add'. After that go to 'W3d Tools' and check the '2 Sided' checkbox under 'Geometry Options'
EDIT: You only need RenX if you use Gmax, and IIRC you need the BFME II ModSDK to export stuff to Generals with 3ds max, though I'm not sure with 8.
About your cameo question, you need to make the terrain texture smaller, and zoom in to the tank more, A LOT more
Edited by Zeke, 16 June 2010 - 11:24.
Zhao 17 Jun 2010
Both of these textures have something in common .. There skins for units.... Custom units created by Indie Skinners/modelers.
My question is how do skinners keep the factions "Theme" along with the unit there creating.
i don't see it being possible to "Create" yet in most mods i play there really consistent. how do people do that
(And yes i always Google these things )
My question is how do skinners keep the factions "Theme" along with the unit there creating.
i don't see it being possible to "Create" yet in most mods i play there really consistent. how do people do that
(And yes i always Google these things )
Pav:3d 17 Jun 2010
Copy and paste different traits, colours and recurring patterns from other skins.
Zhao 17 Jun 2010
How do i make it look better then that , the best i could think of for it to fit the UVM was to stretch it and now it looks bad D:
Pav:3d 17 Jun 2010
Through trial and error. You've really gotta study skins if you want to do them in a similar style.
Also it would be best to start off with a base colour (IE, that olive green that China uses)
Also it would be best to start off with a base colour (IE, that olive green that China uses)
Alias 17 Jun 2010
Base textures really help.
When I was working on Rise of the Reds every faction had a unit base texture that was the same on every unit, and you just build up dodge and burn from there, and as Pav3d said, there is recurring traits that are reused on units. A texture I did for a certain type of truck (that is incidentally, still not implemented) has elements that are reused in other truck-based units.
When I was working on Rise of the Reds every faction had a unit base texture that was the same on every unit, and you just build up dodge and burn from there, and as Pav3d said, there is recurring traits that are reused on units. A texture I did for a certain type of truck (that is incidentally, still not implemented) has elements that are reused in other truck-based units.
Zhao 20 Jun 2010
http://www.youtube.c...h?v=mIXixEIT6-M
why is it shooting from the middle of the model , the code seems fine ;_;
EDIT:
More specfically
-The new bullet render is showing , however the default bullet thing is as well.
-the bullet is appearing in the middle of no where in the model
Edited by Aaron, 20 June 2010 - 04:10.
why is it shooting from the middle of the model , the code seems fine ;_;
EDIT:
More specfically
-The new bullet render is showing , however the default bullet thing is as well.
-the bullet is appearing in the middle of no where in the model
Edited by Aaron, 20 June 2010 - 04:10.
Pav:3d 20 Jun 2010
Its to do with the "boning" of the model, importing and re-exporting messed the bone up
Zhao 21 Jun 2010
I tried working on 3dsmax today and i don't know exactly caused it but when i go to rotate/move/etc a object that "XYZ" Thing that makes it easy is no longer there , so when i try to move the object is 100x harder because tis not showing ... It looks something like this
that circlur rotate thing is not showing for rotate , and the other icon is not showing for move etc etc.
that circlur rotate thing is not showing for rotate , and the other icon is not showing for move etc etc.
CJ 21 Jun 2010
That 'thing' is called a Transformation Gizmo, now I can't tell you exactly where to find it in the English version, but I think it must be in some Menu called View, anyway you've gotta search for Transformation Gizmo in the menus and check it...
Generalcamo 21 Jun 2010
That looks nice, all you need to do is smooth the edges, and texture it.
Zhao 25 Jul 2010
new sig
Not to high quality but , i was trying to make the render pop out on the signature , Created with 3dsmax + photoshop.
Not to high quality but , i was trying to make the render pop out on the signature , Created with 3dsmax + photoshop.
TheDR 25 Jul 2010
Apart from the fact the text is a bit hard to read, it looks cool
Nice work.
Nice work.
Zhao 11 Oct 2010
I have bein working on a tank again. (Wow that's not totally redundant)
And here are some in game shots (Sorry most of that is color coded to help with other things)
Any suggestions , criticism will be appreciated !
Edited by Aaron, 11 October 2010 - 20:33.
And here are some in game shots (Sorry most of that is color coded to help with other things)
Any suggestions , criticism will be appreciated !
Edited by Aaron, 11 October 2010 - 20:33.
Pav:3d 11 Oct 2010
Zhao 11 Oct 2010
Went along ahead by colonel Cs advice and changed the turret to something less odd (and generic)
Now criticize 8)
Edited by Aaron, 12 October 2010 - 00:22.
Zhao 12 Oct 2010
BAM.
2+ hours of work and i got this.
suggestions?
Edited by Aaron, 12 October 2010 - 02:30.
2+ hours of work and i got this.
suggestions?
Edited by Aaron, 12 October 2010 - 02:30.
Wizard 12 Oct 2010
Well to start with, the first model was pretty poor (sorry), not saying I can do better or anything, but it resembled several rectangular boxes stuck together with no real representation to any tank that would work. However, your subsequent models show real and considerable improvement. The last one especially is a huge improvement, both in terms of style, but also of proportions. The barrel is far to high poly for what you'd use in ZH (knowing you I assume this is destined for ZH ). As you can see from the screenies of the first tank, making a cyclinder doesn't do anything in game but look thin and very breakable. You could try and make the tread cover less angled as they don't appear flush to the hull.
Good improvements
Edited by Wizard, 12 October 2010 - 08:11.
Good improvements
Edited by Wizard, 12 October 2010 - 08:11.