3D Model Details Available in the Engine Docs!
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I bing'd max uv wrap and came up with several items. This one is an older version but is it on the right track?
http://www.titanpictures.com/articles/uvmap.html
Another one mentions texporter as the above does. Texporter is here
http://www.cuneytozdas.com/software/3dsmax/
It creates the flat file that you edit in your paint program and export as dds.
http://www.titanpictures.com/articles/uvmap.html
Another one mentions texporter as the above does. Texporter is here
http://www.cuneytozdas.com/software/3dsmax/
It creates the flat file that you edit in your paint program and export as dds.
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The 3DS file should have the UVs and the material applied to the model. If not, it might be that the material isn't in the right place - try applying the material by hand and if the UVs are set up then it will appear correctly.undercovergeek wrote:looking at various max tutorials the model is built from the ground up including the face and colouring - whereas the .3ds file ive imported from the sample folder is just the white smooth model or the wire mesh and presumably the .dds file transfers the detail onto the model - if i change the model does this automatically generate a dds that fits or do i need to design both?
Cheers
Pip
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where is the material??pipfromslitherine wrote:try applying the material by handundercovergeek wrote:looking at various max tutorials the model is built from the ground up including the face and colouring - whereas the .3ds file ive imported from the sample folder is just the white smooth model or the wire mesh and presumably the .dds file transfers the detail onto the model - if i change the model does this automatically generate a dds that fits or do i need to design both?
Cheers
Pip
thanks for everyones help so far - amazing what i thought i knew compared to what i actually know!!
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Firstly you need to unwrap the model using the tools mentioned above. Then you will have a flat 2d template you can paint in gimp or photoshop or any paint program. You can put as much detail as you want on that depending on its size but the bigger it is the more memory it uses.
I don't think there are many Max/3d experts on this forum and you are best doing a google search for max texturing tutorials. You tube has a lot of good ones available. If you have made a character you will then need to skin him and animate him and thats a whole new ball game - volumes have been written about this subject alone. But with a bit of preservance and time anyone can do it - even I've managed it.
I don't think there are many Max/3d experts on this forum and you are best doing a google search for max texturing tutorials. You tube has a lot of good ones available. If you have made a character you will then need to skin him and animate him and thats a whole new ball game - volumes have been written about this subject alone. But with a bit of preservance and time anyone can do it - even I've managed it.
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Hi there,
This is a fiddly problem. There are two approaches I can think of using the .max file. (I'm using Max 9 so apologies if things are different in your screen).
You could either manipulate the vertices on the original model by selecting the "editable poly" layer in the window at the top right. As this is below the Physique modifier, it means you can move the vertices around without affecting the applied animation. The drawback with this approach is that you may have to re-weight the vertices to ensure that they are correctly skinned and that excessive stretching might excessively effect the texture definition.
The other approach would be to save out the animation as a .bip file (select the a bone from the skeleton, go to the Motion tab then select Biped/save file). You could then make your own model, unwrap the uvs and texture it, add a biped skeleton then load the saved .bip file and transfer all the animation across.
I'm not sure what to do with the .3ds file as I can't remember what information it would transfer across
This is a fiddly problem. There are two approaches I can think of using the .max file. (I'm using Max 9 so apologies if things are different in your screen).
You could either manipulate the vertices on the original model by selecting the "editable poly" layer in the window at the top right. As this is below the Physique modifier, it means you can move the vertices around without affecting the applied animation. The drawback with this approach is that you may have to re-weight the vertices to ensure that they are correctly skinned and that excessive stretching might excessively effect the texture definition.
The other approach would be to save out the animation as a .bip file (select the a bone from the skeleton, go to the Motion tab then select Biped/save file). You could then make your own model, unwrap the uvs and texture it, add a biped skeleton then load the saved .bip file and transfer all the animation across.
I'm not sure what to do with the .3ds file as I can't remember what information it would transfer across
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If you are using Max 7 then you will probably have trouble with the 3ds files. I found on import that the soldier was not skinned although all the animation was there. I managed to copy the animation to another biped but got very odd scaling results. If I had been doing a clown mod the large feet would have been very useful The large mushroom you see when going to smooth and highlights is the bip01 which is the centre point of a biped. Delete it and you use the biped I believe. I ended up making my own biped and animating - a bit of work but fun and it means you can have control over what the character does.
I could send you my biped animations and matching text files. I'm not great an animation but I think you look ok however if you use Max 7 they may not work. twoeyes - do you have the animations in a bip file? Would you be happy to release them and see if its possible for myslef and undercovergeek to see if they work in older versions of Max. I've had trouble using bips from Max 10 if I remember correctly.
I could send you my biped animations and matching text files. I'm not great an animation but I think you look ok however if you use Max 7 they may not work. twoeyes - do you have the animations in a bip file? Would you be happy to release them and see if its possible for myslef and undercovergeek to see if they work in older versions of Max. I've had trouble using bips from Max 10 if I remember correctly.
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Hey! can someone please help me out? I'm a 50 year old reired male nurse,and I just got started in this wargame stuff.)It's GREAT!! I just purchased Battlefield Academy (it's fun but no Kampfgruppe) Is there anyway of slowing down this damn game!!!!??? My God! it goes so fast it's almost unplayable! Excuse me for my ignorance,I didn't know where to write. I would greatly appreciate any help and I'm sorry for posting this in the wrong place.
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The BA general forum would have been a better place to post this, in a new thread. If you have used forums before and are familiar with how to use the search feature, you will find that many people have asked about this.
The opponent replay or action is fast so that you are not bored with an empty screen when the enemy is moving but you can't see him and just to speed gameplay in general.
There may be an option to slow it down in the future.
The opponent replay or action is fast so that you are not bored with an empty screen when the enemy is moving but you can't see him and just to speed gameplay in general.
There may be an option to slow it down in the future.
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Could be possible please to have more 3D models (AT guns and armored cars also) in directx (and 3ds) format? Modding will be a lot more easy... And a fragMotion exporter will be a dream!pipfromslitherine wrote:OK - there are 3DS versions up in an a small file
http://www.slitherine.com/files/bbc_ba/ ... ck_3DS.zip
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Pip, if I had the Sherman model I could do a Grant and a Lee in five minutes, a M11-39 from the M13-40, CS versions of British tanks (they need just a bigger gun), A Pz 38(t) from the Marder III, a Pak38 from the Pak40 and so on. I can do models from the scratch (I done the italian Semovente) but in more time. Any possibility for a fragMotion exporter?pipfromslitherine wrote:What would you use them for, out of interest? The current examples are more designed to show the rig needed for emission points etc, but if more examples would be useful then I am sure we can sort something out.
Cheers
Pip
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