uthum876
Member
posted 06-06-10 06:26 PM
EDT (US)
3 / 212
Good to see that your still around ODA...
OK I will take your tips into consideration..but 3 questions though.
Number 1, must I lock all the shapes together first? Can I just group them into one object and how can I "lock" BHG's nodes onto the model? I know in the manuel it says all objects must be unfrozen.
Number 2, do you think this model needs to be smoothed, before I export?
Number 3, am i forgetting to do anything else?
uthum876
Member
posted 06-07-10 03:11 AM
EDT (US)
5 / 212
IC......
ODA when you made all your models, did you build your meshes around the meshes released by BHG?
gus89
Member
posted 06-07-10 07:48 AM
EDT (US)
6 / 212
I would like to thank uthum876 for starting this thread, it is a great idea and I hope to learn a lot from it as time goes by, I just got 3ds max 5 working on my new PC and want to get started on my Cold War mod and help out the World War II mod.
I'm wondering if any of you guys could give an idea on what xml files need to be edited and what needs to be done in them to get the new models to work? I have played around with the unit_rules, rule, help and the graphic xml to a degree, but I realise that I still lack a lot of knowledge in dealing with them. *I just ask this question within this thread as it relates to modelling.*
I intend to get a another thread going for a guide on xml editing for many of the files. I find there are many people on the forum asking questions or starting threads repeating what has already been asked, when in fact we could have one place where they can source the info on xml info.
Nikox
Member
posted 06-07-10 10:26 AM
EDT (US)
7 / 212
To have a new model working you need working nodes first.
So if you are working on a tank export your model as a .3ds file, opento the churchill.max what you found with the exporter in meshes folder than delete the body leaving all nodes. Import your model and choose merge with current image. Now move the nodes to match with your model body save it and export as .bh3 file.
In unit_graphics.xml use the CHURCHILLDES configuration substituting the model and texture files with your new ones.
Probably you'll need to set the right scale too, but it's something what's better do later when you've seen how your model looks like when it's in game.
If you're working on a plane you can use the smoke nodes for the ammo placing them on wings and the gun node for the propeller placing it in the front edge.
AreYouDumb
Member
posted 06-07-10 10:54 AM
EDT (US)
8 / 212
When exporting models do you need to physique them first?
Because last time I didn't physique the model and every time I tried to use it I got a "no face vertex something" error.
However this may been that obtained 3dsmax 5 in a "different"
as opposed to buying it.
uthum876
Member
posted 06-07-10 11:08 AM
EDT (US)
9 / 212
Yea you have to physique them, it says so in the manual. If you look at the BHG meshes they all have the physique modifier attached to them.
I get what your saying Nikox, but I don't know how to "lock" the nodes onto the model as ODA is saying....I think it has something to do with the physique modifier. I only really need 2 nodes on this model, should I just delete the rest? And Nikox, have you been able to successfully export anything into the game?
Gus, no problem.......I will help you out on your xml thread.
Wadis10
Member
posted 06-07-10 05:58 PM
EDT (US)
12 / 212
Also, if you still have the files, it would be very helpful if you could upload your 'Rise of Panzers' .max files.
uthum876
Member
posted 06-08-10 02:16 AM
EDT (US)
14 / 212
It looks great and its working perfectly now, all I did was a process of trail and error where I kept on adjusting the position of the gun around the biped skeleton until it showed up where it was supposed to. Its weird almost, I ended up positioning it in between the legs of the biped skeleton and physique'ing it and then in the game it shows up in the arms of assault infantry unit instead of being in between his legs where I positioned it in the model.
But anyways, now that I am getting more comfortable with Max...I am going to attempt these models:
-Sa-80 assault Rifle
-G36 Assault Rifle
-MP5 Sub-machine Gun
-QZB-95 Assault Rifle
-Ak-74U & AK-74 w/GL attachment
-A hand-held GL, like an M32
-PKM Machine Gun
-RPD Machine Gun
-SAW Machine Gun
-MAG Machine Gun
The Famas only took a few minuted to make, so these models I am hoping won't be that difficult.....again I hope to use all of them in the WW3 mod.
@ODA, can you also release your max files for your Super Etendard? It can come in handy for us noobs trying to make aircraft.
AreYouDumb
Member
posted 06-13-10 08:57 AM
EDT (US)
19 / 212
Umthum where did you get 3ds max 5 from?
gus89
Member
posted 06-13-10 10:27 PM
EDT (US)
22 / 212
Good Work uthum876! Awesome stuff. How hard was it to get the thing integrated(animation, nodes etc.)?
I'm just getting the hang of 3ds max 5 and will probably start with an M113 APC(very basic - but good starting point) for my Cold War mod. I'm just doing a few tutorials at the moment.
I am going to make quite a few models if I can, but as ODA pointed out it may be hard with all the animation and xml integration. At this stage I will be trying to get some aircraft done such as the F-4 Phantom, F-15, TSR.2 and so on. Tanks are easy to model, but with turrets and guns there is the issue of animation and skeletons which will take sometime to learn.
AreYouDumb
Member
posted 06-14-10 01:05 PM
EDT (US)
25 / 212
Dont worry, I gave it another hack at fixing my "edition" of 3ds max and got it to work. Thanks anyway.