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Topic Subject: Physique: Units Library
posted 03-26-13 11:45 PM EDT (US)   
I have made this topic to help new 3dsmax RON modellers to add units having an example of how to "physique" their models and not to have to make a trial and error that is, sometimes, frustrating.
I will divide in categories the units i´ve been adding to the game and, if someone of the more experimented want to help, adding some more, is welcome. Each unit will have a .3ds, a .bh3, a .tga and a .txt with the unithgraphics.
Some models are mine, some aren´t but I phisiqued them.
I assume that if you are modeling you already know how to add a unit to the game. For further information to this issue check: http://ron.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,5022,,10

-Fighter (single engine):
Fiat G.55

http://www.mediafire.com/download.php?ijmyll9qzya1v31

-Jet Fighter:
A-4

http://www.mediafire.com/?8fxes44amth5x1j

-Tank:
TAM

http://www.mediafire.com/?sgyla8nz2c78bjp

-Helicopter:
Uh-1h

http://www.mediafire.com/download.php?ej1oe4i9jqzi57u

-Bomber (twin engine)
Tu-2 (by Nikox)

http://www.mediafire.com/?aqblnacbnscfnwu

Others:
-Rifle
FG-42

http://www.mediafire.com/?ojnlsvfrvkiih0m

-Missile:
AGM-45 Maverick
http://www.mediafire.com/download.php?c0lum0v4gs8kdp3
Note that I made the A-4 to carry these missiles, so install Maverick first, then the A-4.

Update:

-Armored Cavalry:
VCTP

http://www.mediafire.com/download/80b1hwe08xpxa0l/vctp.rar

Update:
-Naval rigging:
-Destroyer/Cruiser (same animations for both): Soldati class

-Battleship: Richelieu class

-Submarine: U-boat type VII
Thanks to Nikox for sharing this models. The 3 of them are in the followink link:
http://www.mediafire.com/download/lssw48r3llcce3y/R_Ships_.3ds_scenes.zip

[This message has been edited by JeluArg (edited 03-07-2015 @ 05:26 PM).]

Replies:
posted 03-27-13 03:13 AM EDT (US)     1 / 16  
Very nice, and sorry to see that the TU-2 still has one engine out of action.

By the way .... do you know any way to create rigged infantry from scratch? I have created a gallowglass at home with nodes, but scrapped it after I discovered that skeletons weren't being generated as I wanted. I discovered that working with bipeds is somewhat glitched, if I try to create custom animated bipeds it causes 3ds Max to crash =(

[img]http://vignette3.wikia.nocookie.net/interbellum/images/6/60/AXP_banner.png/revision/latest?cb=20150328191407[/img] [img]http://vignette2.wikia.nocookie.net/ronriseofkings/images/d/d6/Rkc_banner.png[/img] [img]http://vignette2.wikia.nocookie.net/kingsandconquerors/images/0/09/KChe_Banner_roma.png[/img]

[This message has been edited by VelvetClaw (edited 03-27-2013 @ 03:16 AM).]

posted 03-27-13 06:25 AM EDT (US)     2 / 16  

Here some models what can be used to export others aircrafts:

- Tupolev Tu-2 (two engines, both working!)
- B-24 Liberator (four engines)
- Junkers Ju-87 Stuka (single engine)

Additional single engine aircrafts:

- Curtiss SB2C Helldiver
- Grumman TBF Avenger
- Douglas SBD Dauntless

The TBF Avenger model had the UW map meshed up, so I provide the .bmp file to draw the new skin.

You can download them here:

http://www.mediafire.com/?qcukf6cam5sfmyb
posted 03-27-13 06:51 AM EDT (US)     3 / 16  
I'm trying to export the model for Bismark battleship, but what I got till now is just the 3 turrets facing the same side and the guns moving up and down.
When it sinks it's flying away in strange way.
I tryed to rotate nodes, but no result.

Any help is wellcome!

Here is the model with all tests I made:

http://www.mediafire.com/?4v44meh18m49ss0

[This message has been edited by Nikox (edited 03-27-2013 @ 07:03 AM).]

posted 03-27-13 09:29 AM EDT (US)     4 / 16  
@VelvetClaw: as Nikox said, Tu-2 has both engines working but i put an old image. I didnt take the screenshot with the two engines working :P .
About infantry, I have only tried rifles for modern infantry (FG-42, FAL, Steyr AUG, Fx-05, G-36)

@Nikox: I am trying with a modern Frigate (Meko140) if I get something working i will post it here. I want that she attack with canons and missiles. Maybe if ColonelMolotov could share some of A wrong turn ships we could have an example.
And thanks for sharing your models to have them as example.

So we have aircraft completed (jet bomber has the same physique as the jet fighter, only have to move a little the ammo nodes).
Do someone have an armored car/IFV model? MLRS?

Greets!

[This message has been edited by JeluArg (edited 03-27-2013 @ 09:33 AM).]

posted 03-27-13 06:55 PM EDT (US)     5 / 16  
Uthum gave me a rigged model for a Humvee from World in Conflict, but I do not know if I am allowed to let you have it.

[img]http://vignette3.wikia.nocookie.net/interbellum/images/6/60/AXP_banner.png/revision/latest?cb=20150328191407[/img] [img]http://vignette2.wikia.nocookie.net/ronriseofkings/images/d/d6/Rkc_banner.png[/img] [img]http://vignette2.wikia.nocookie.net/kingsandconquerors/images/0/09/KChe_Banner_roma.png[/img]
posted 03-27-13 08:18 PM EDT (US)     6 / 16  
The armcar.BH3 file has the following nodes:

root € € € €? €Ö   <
Dummy02 € € € €? Øa°@ €r   <° 
Dummy03 € € € €?ä…µE!¶Á #A €.   <°
Dummy04 € € € €?À{F4XS‡@ €ˆ  <Ô 
Dummy15 € € € €?lÕ§5sÛäA6þ7A €D  <Ô 
Dummy16 € € € €?ˆ¡;4HÚ@ €b   C° 
turret control € € € €? 5×kOAãA € A °
pivot node 0 € € € €? è‘t@ €Î   : 
sdfsf € € € €? q@ €Œ   <Ì 
Dummy18 € € € €? fà´”þÁ]‡À €H   @ Ô
ammo node 0 € € € €?^HµÕHÁ €ˆ  <þ *
Dummy07 € € € €?ìÁ-mAO*ì@ €D  <( 
Dummy08 € € € €?–›ƒÀ €ˆ  <Ô *
Dummy09 € € € €?4šA-mAO*ì@ €D  <þ 
Dummy10 € € € €?ô2‡@ €ˆ  <( *
Dummy11 € € € €?ïÁ@°ÒÁ Äë@ €D  <R 
Dummy12 € € € €?|3€À €ˆ  <R  *
Dummy13 € € € €?ŠàA@°ÒÁ Äë@ €D   <|
Dummy14 € € € €?&Ú†@ €

Looking at the codes after each node you can understand which one has a similar position in the model.
(eg. Dummy07 and Dummy09 or Dummy11 and Dummy13)

As Wadis exported the model for the Autoblinda AB41 using the tank's nodes, I guess these are the corresponding nodes:

Dummy02 = body1
Dummy03 = body
Dummy04 = ??
Dummy15 = smoke node 2
Dummy16 = smoke node 1
turret control = turret
pivot node 0 = pivot node 0
sdfsf = turret top
Dummy18 = Dummy03
ammo node 0 = ammo node 0

These should be the 4 wheels:
Dummy07
Dummy08
Dummy09
Dummy10
Dummy11
Dummy12
Dummy13
Dummy14

I never checked if the 4 wheels are really moving, probably they're set for an animation what was never done.
(eg. I found in the lighttank.BH3 file nodes to move the tracks, something what doesn't happen in the game).

[This message has been edited by Nikox (edited 03-27-2013 @ 08:41 PM).]

posted 05-17-13 02:44 AM EDT (US)     7 / 16  
I am trying to make an IFV cavalry. This is the VCTP from the TAM family. I will upload it when its finished. Hope this weekend.

EDIT: The armored cavlary is ready and posted in the top message

[This message has been edited by JeluArg (edited 05-20-2013 @ 11:56 PM).]

posted 05-21-13 04:00 AM EDT (US)     8 / 16  
Awesome work! You have some very nice models here. As you have a number of Argentina themed models, have you ever considered compiling them into an Argentina faction mod?

~ Creator of Kings and Conquerors, a total conversion mod for Rise of Nations: Thrones and Patriots ~

[This message has been edited by Super7700 (edited 05-21-2013 @ 04:01 AM).]

posted 05-21-13 09:18 AM EDT (US)     9 / 16  
@Super: Thanks! yes, I´m making a mod with Argentina faction, when its finished i will upload it, i´m also adding units from other authors and mods (will give credits and thanks, hope them not to get angry :P) and trying to make an M113 ambulance (kind of new unit)...next tipe I will try is a multiple rocket launcher (like Katyusha artillery).
posted 06-13-13 12:25 PM EDT (US)     10 / 16  
Hello.

I had T-55M tank model for Vietnamese military (was based on T-54)



...in game



Download free it here http://db.tt/E4ngP7Nu

- Can you tell me how to link two dummy helpers in physique in 3ds max?
- I want to creat more dummy helpers (more ammo nodes) but i dont know how to attach or link them to "turret top" node in Churchill tank's physique.

- I dont know how to make the truck wheels can rotate like WIC mod does. Do you know what node did they use?

- For more info, images about another models you can see at
http://www.moddb.com/members/llhhll

Hope you can help. Thank you.

[This message has been edited by return2atlantis (edited 06-13-2013 @ 12:27 PM).]

posted 06-13-13 10:30 PM EDT (US)     11 / 16  
Hi returntoatlantis!
First of all thanks for sharing your work with us your T-55 is great! and i also see a beautiful APC with wheels (the armored car).

-Download my TAM model. It has 2 more ammo nodes (because the original one didnt work ok, then i created 2 more: 1 for the cannon, the other one for the machinegun)
-I dont know how to give movements for the wheels, sorry.

You have very nice models there! Great job
Greets!
posted 06-14-13 10:18 AM EDT (US)     12 / 16  
Oh, I've ever seen your nice TAM tank with new physique. But I haven't understood how you created that physique with new ammo nodes and dummy helper in 3ds max. I don't know how to creat link to connect 2 new dummy helper or link new dummy helper to "turret node"

- Can you show me how?
- What're the "crunch" node and the "crunch end" node in TAM tank's physique stand for?

- I had some submarine models like Kilo, Ohio, L.A class and I've tested with physique from churchill. In RoN game, the submarines were not in the ocean/water like default attack submarine, I still saw it on the water like many ships/frigates. Do you have any idea to fix this?

As you could see in moddb.com, I had some models such as scud launcher, Patriot launcher but I haven't made pack/unpack animation for them.



I've sent two request to Uthum876 to have permission to use his MLRS physique for my PAC-3 launcher but I've been waiting for over 2 months and nothing happened.

Hope you and WIC mod team will help me to creat new physique with over 4 ammo node for PAC-3 launcher can launch 4 patriot missiles.

Thanks for your help.

[This message has been edited by return2atlantis (edited 06-14-2013 @ 10:19 AM).]

posted 06-15-13 02:47 PM EDT (US)     13 / 16  
-Crunch and crunch end are the nodes that stand for the tank "recoil" when it fires.

-To make new ammo nodes:
Select an ammo node. Go to "edit" (in the top menu)

I picked the mahcinegun ammo node in this example

Put a number for the node; the new "ammo node"




It will turn up in the same place that the original node was cloned, so move it wherever you want.


Check in the schematic view that the node is under the hierarchy of dummy03 (so it will move with the turret)


If you can make a working patriot sistem please post it here, so we can have an example of AntiAir...and i think will be useful to make an MLRS

-sorry but i dont know how to make submarines work; if I have any news I will post it here...I want to make a TRI-1700, a german diesel electric sub (operated by my country).

Greets, I hope this help you!
posted 06-24-13 10:19 PM EDT (US)     14 / 16  
I got a question.

I started off Age of Darkness, and am now currently working on several airplane models - can you advise me on how to do the propellors? I have 2 biplane models, each one with 2 engines so I need some help on how to model the node structure for each one of them.

Thanks and gracias in advance,

[img]http://vignette3.wikia.nocookie.net/interbellum/images/6/60/AXP_banner.png/revision/latest?cb=20150328191407[/img] [img]http://vignette2.wikia.nocookie.net/ronriseofkings/images/d/d6/Rkc_banner.png[/img] [img]http://vignette2.wikia.nocookie.net/kingsandconquerors/images/0/09/KChe_Banner_roma.png[/img]
posted 06-26-13 07:59 PM EDT (US)     15 / 16  
@JeluArg
Thanks for your help.
My PC were broken for a week and I've lost some 3d models.

Now i could make new physique but I dont understand making the axis in below graphics code.

anim="CHAR_ATTACK1" type="MUZZLE FLASH" node="0" axis="-2"

or

type="MOVE DUST" node="5" axis="1"

- How can we use the axis when we creat new ammo node?
- How can we set number for the axis?

@VelvetClaw
Have you ever tried physique from the Tupolev Tu-2 (two propellors) model by Nikox?

Download here
http://ron.heavengames.com/downloads/showfile.php?fileid=2071

I've tried to make C-130 gunship (I used B-24 physique) but one of four propellors didnt work.
posted 06-27-13 12:07 PM EDT (US)     16 / 16  
Hi return2atlantis,
just a fast answer to your questions:

1) think to the ammo node as a cube the axis is used to indicate the faces your animation will use ( negative numbers are forward faces, positive numbers are backward faces)

2) the number in axis indicates the direction of your animation: I remember they should be 1 lateral, 2 straight, 3 up or down (but I'm not sure..)

3) you don't need to change it with a new ammo node, just change the type of animation (eg. anim="CHAR_ATTACKWALK" type="MUZZLE FLASH" node="2" axis="-2" for a machine gun will need
<RELEASEEVENT starttime="(set with right number)" anim="CHAR_ATTACKWALK" type="InvisibleAmmo Withpuff" node="2"/> and maybe
<RELEASEEVENT starttime="(set with right number)" anim="CHAR_ATTACKWALK" type="NoDamage Tracer" node="2"/>

and the anim="CHAR_ATTACK2" type="HOWITZER BLAST" node="0" axis="-2" for a cannon fire will need
<RELEASEEVENT starttime="(set with right number)" anim="CHAR_ATTACK2" type="Tankshell" node="0"

[This message has been edited by Nikox (edited 06-27-2013 @ 12:09 PM).]

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