Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Sandwich on October 22, 2002, 09:55:16 am
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Does anyone here know anything? I'm currently trying to get a Merkava Mk. III in-game, but am running into a few quirks and questions. It'd help to have a community to talk with, but I hate starting out afresh in a different, probably unfriendly, community.
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I think venom does some modding with this game but I'm not sure... (I don't have it at all)
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Originally posted by CP5670
I think venom does some modding with this game but I'm not sure... (I don't have it at all)
I whish I could, but I don't have enough free time. Anyway, I decided that after OTT I'd stop modding big stuff, it's too time consumming, too slow to finish, etc etc.
Anyway, there's quite a few tutorials about that, I think you should try them out sandwich ( I don't have any URL, but i saw some while doing random searches for new multi maps ).
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I really hate the physics engine in that game. So unless your planning to mod the source code... its not worth it.
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Originally posted by venom2506
Anyway, there's quite a few tutorials about that, I think you should try them out sandwich ( I don't have any URL, but i saw some while doing random searches for new multi maps ).
Yeah, I've ran across a bunch - there were simply a few issues I had run across as well - stuff that wouldn't be put in tutorials.
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i'd want to, but have no modelling skills whatsoever.
Then i'd do a WWII mod.
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*sniff-sniff* So no-one wants to help me get this into the game? :(
(http://www.brainzipper.com/merkava.jpg)
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Now that's nice. :yes:
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Whooooooooo! Polygons!
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Thanks, Ryx!
Originally posted by aldo_14
Whooooooooo! Polygons!
:wtf: What do you mean by that? The Merkava's hull is composed of flat angled surfaces, like the F117 Stealth Fighter/Bomber. Besides, I have no idea what the poly limit is for Renegade, but from the detail level of the models in-game, it doesn't appear to be much different than FS2 polycount limits.
Anyway, specifically, I need help figuring out how to extract the medium tank's textures to use as a baseline starting point for the Merkava's texture job. Anyone?
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someone said my name?
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Originally posted by Sandwich
Thanks, Ryx!
:wtf: What do you mean by that? The Merkava's hull is composed of flat angled surfaces, like the F117 Stealth Fighter/Bomber. Besides, I have no idea what the poly limit is for Renegade, but from the detail level of the models in-game, it doesn't appear to be much different than FS2 polycount limits.
Anyway, specifically, I need help figuring out how to extract the medium tank's textures to use as a baseline starting point for the Merkava's texture job. Anyone?
go on the official renegade website, you can download the textures from there.
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Originally posted by venom2506
go on the official renegade website, you can download the textures from there.
It is? I can't find 'em - where?
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Found this link in the official modding forum ftp://ftp.westwood.com/pub/renegade/tools/RenegadeTextures.zip
Here's another
http://www.planetcnc.com/files/main/index.asp?category=renegade§ion=utilities
Hope, at least, one of those links help.
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Originally posted by Ryx
Found this link in the official modding forum ftp://ftp.westwood.com/pub/renegade/tools/RenegadeTextures.zip
Here's another
http://www.planetcnc.com/files/main/index.asp?category=renegade§ion=utilities
Hope, at least, one of those links help.
Thanks, Ryx, but that texture pack is "only" comprised of EVERY SINGLE TEXTURE USED IN THE FRIGGIN SINGLE PLAYER MAPS!!!!!!!! :eek2: :eek2: :eek2: All that and they couldn't include the vehicle textures... But I did find that MIX file extractor to apparently be what I needed - I found where the medium tank textures are, but now there's one little problem. I have no idea how to texture a vehicle - they all use those LithUnWrap-like single-file texture generated thingamabobs, which I never learned how to use. Oh well...
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Originally posted by Sandwich
Thanks, Ryx, but that texture pack is "only" comprised of EVERY SINGLE TEXTURE USED IN THE FRIGGIN SINGLE PLAYER MAPS!!!!!!!! :eek2: :eek2: :eek2: All that and they couldn't include the vehicle textures... But I did find that MIX file extractor to apparently be what I needed - I found where the medium tank textures are, but now there's one little problem. I have no idea how to texture a vehicle - they all use those LithUnWrap-like single-file texture generated thingamabobs, which I never learned how to use. Oh well...
why don't you uvmap in gmax? it's not very complicated, there's probably a tutorial for the unwrapper in it.
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Not the best "guide", but I hope you get the general idea.
Originally posted by Ryx
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For MAX, I first assign Texture ID's to various parts of the mesh and then I assign a multi/subobject material and put the textures I want into the various sub-materials.
I add the UVWUnwrapper modifier and then choose the select face gizmo.
Then I start selecting faces that are... errm... share plane (sort of.) and click the "Planar Map" button.
I will then have to move/scale/rotate the UV to align the texture 'properly'.
*oh yeah, this makes sense. Best How-To ever :rolleyes:*
Texturing's evil :devil:
edit:
If your mesh is symetrical - cut it in half (length-wise) and texture one half. Then mirror a copy and weld the two together. Works for me. :)
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with max versions after the 3.1, you don't even need to bother with multi/sub materials, pick the map you want and assign it to the selected polys, you won't see it, but max creates automatically the multi/sub mat. no need to bother with mat IDs that way :nod:
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Originally posted by venom2506
why don't you uvmap in gmax? it's not very complicated, there's probably a tutorial for the unwrapper in it.
Never done any UVMapping at all - have no idea how it goes. You mind getting online (again - sorry I missed you before) and giving me a crash course? :D
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Is it possible to MOD new weapons for C&C Renegade as well???
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Originally posted by Sandwich
Thanks, Ryx!
:wtf: What do you mean by that?
You shown me the wireframe WIP, remeber? :D
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Originally posted by Sandwich
Never done any UVMapping at all...
Best way is to try it on a simple box, and go from there.
Originally posted by venom2506
with max versions after the 3.1, you don't even need to bother with multi/sub materials, pick the map you want and assign it to the selected polys, you won't see it, but max creates automatically the multi/sub mat. no need to bother with mat IDs that way :nod:
hmm, didn't know that. That's good to know. :)
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Originally posted by Ryx
Best way is to try it on a simple box, and go from there.
hmm, didn't know that. That's good to know. :)
May take a super long time you know.
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Originally posted by NeoHunter
Is it possible to MOD new weapons for C&C Renegade as well???
you can mod everything in renegade. from menu to music, from weapons to vehicles, from characters to physics. everything. and you can get all the tools on the official site ( save for a paint prog ).
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Originally posted by NeoHunter
May take a super long time you know.
when you start and learn mechanics, you don't start making a boeing, do you?
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So, who's gonna volunteer to walk me through a 3DS MAX UVMapping crash course on ICQ/MSN/YIM/AIM? :D
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I'd like to be a part of that conversation. :p
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Originally posted by Sandwich
So, who's gonna volunteer to walk me through a 3DS MAX UVMapping crash course on ICQ/MSN/YIM/AIM? :D
[/size]
What version are you using?
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Originally posted by Ryx
What version are you using?
Trillian. :D
EDIT: Oops - I guess you meant what ver of MAX... ;) I use v4 - basicaly the same as GMAX.
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Originally posted by Sandwich
Trillian. :D
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:lol:
I migrated to 5, my self, so the UVUnrapper tool is slightly different.
Here's clone of that tool. From Maxplugins.de (www.maxplugins.de)
17.10.2002 - R4
New Plugin: Modifiers
UnRapper4 v1.0 (http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/Tools/discreet/unrapper.zip) from Robert Sitton [email protected].
UnRapper4 is a freeware clone of Max 5's UVW Unwrap tool - except it runs in Max 4.2 and above. The functionality is identical, but the menus and icons are a 'little' different. If you are stuck using Max 4.2 or you would like new uvw unwrap functionality in Max4.2, try this plugin out.
The author of the plugin is giving it away for free because he is confident you will come back to him for all your UV Editing needs. Be sure to check out the html doc before you start. Send him some feedback & feature requests!
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Originally posted by Sandwich
So, who's gonna volunteer to walk me through a 3DS MAX UVMapping crash course on ICQ/MSN/YIM/AIM? :D
ICQ me. Can you import max files?
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Aldo, I certainly can. And I would message you, but you're never online, silly. :p
Ryx, when I get a moment to breathe for myself, I'll check that out - tanks! (pun was a typo, but what the heck, it works, right? ;) )