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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Help on Model Editing Tue Jul 26, 2011 12:23 pm | |
| Hey everyone, I imported the w3d file for the turret in RenX and I did a few small modifications, and I exported it as a w3d file. When I went to go look at it in the W3D Viewer, and in game, it ended up looking like this: - Spoiler:
Any help on how to properly edit/import/export the w3d file in RenX would be great! |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Tue Jul 26, 2011 1:19 pm | |
| most of the model you see in game like turrets, vehicles, chars, weapons and such are binding to animations so in order to work properlly in game you must bone your turret in renx first and if you have the will for do that, this site contains tutorials for most of the things you can do whit a w3d file:
http://www.pokemonca.net/rh/index.php?mod=Tutorials
PD: i cant help you to rig the turret as i dont know how, but if you muve later to chars or weapons, you can ask me for any doubt you have. |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Tue Jul 26, 2011 5:17 pm | |
| Alright I followed the boning turret tutorial, and when I looked at it in W3D Viewer after I exported it, it looked the same. I am not sure what I did wrong.
Here's the gmax file if anyone could see what I did wrong.
And thanks indios, I appreciate the help.
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Tue Jul 26, 2011 7:33 pm | |
| well man your turret works perfectly fine, duno what is the problem besides of the mising textures that surelly you have and the muzzlea0 that you need to unchek export geometry. here a pic of it: |
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Good-One-Driver        
Number of posts : 877
Age : 32
Reputation : 11
Registration date : 2009-08-03
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 5:18 am | |
| Go to the hammer tool then w4d Tools, selext the bones, or the things you want to make invisable, and unchek the "export geometry"
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 7:17 am | |
| Ok thanks, I did that. But I have 2 questions,
1.) I am using the antennas from the APB turret, and how do I make it so the stealth effect is moving?
2.) The textures aren't right, the lighting or something is off making it look weird, how do I fix this? |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 7:58 am | |
| in order to get a moving texture like the sbh stealt efect you need to change the uv properties in the material editor by presing M whit the object you want to texture selected of course, then below of modifiers tab chek box, if you need more and detailed info about how it works the material editor chek this.
http://www.moddb.com/groups/cc-generals-lovers/tutorials/gmaxrenx-basic-understanding-of-vertex-material-editing |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 8:20 am | |
| Wait I'm confused now, what do I do with the modifiers tab? |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 9:48 am | |
| if you want to make an animated texture for a object first you need to choose linear ossfest or any otter that fit your needs and then write the correspondents arguments below, next go below modifiers tab and chek box that way you will not need to nwurap it. here go to shaders and select add if you want that the texture display semitransparent, but in that case you will need an a opaque texture for the botton and of course you will need to change to a 2 passes in vertex material. |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 12:12 pm | |
| Thanks indios! I got it to work! But the image is moving to the right instead of up, how do you change the direction in which it moves? And how do I fix the distorted textures for the rest of the turret? |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 1:02 pm | |
| lol you need to spend more time knowing the program dude, it take me a lot of time and intents to get something done in my beginings rofl, but the link i posted avove is the best tutorial about the renx´s material editor, if you follow it i am sure you will figure out, beside it contains all the arguments for heach kind of texture animation and such, like this part that surelly will help you whit your problem:
Linear Offset: Same mapping type as "UV" except it allows you to make the texture scroll across the map at a speed specified in the arguments box. The Scrolling speed works on 1 unit per second basis. U is for horizontal, positive values move it left while (-) negative values move it right (based on UV mapping coordinates). V is for vertical, positive values move it down while (-) negative values move it up (based on UV mapping coordinates) Args: UPerSec=(float) e.g: -0.3 VPerSec=(float) e.g: 5.0 |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 1:50 pm | |
| Haha yeah your probably right, I will try and learn the basics first, but I am too impatient sometimes lol |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 4:36 pm | |
| Ok I still haven't found anything on how to fix the distorted images, is there a tutorial on how to skin it right? |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Wed Jul 27, 2011 6:15 pm | |
| lol i think you mean unwrap modifier, it is the one you need to aply to your object after the uwnmap modifier, chek this tutorial: http://www.pokemonca.net/rh/index.php?mod=Tutorials&action=view&id=74 and then do this, create a box, convert it in a editable mesh, create a tga texture in phothosop whit 4 square heach one whit diferent colors like this. then follow that tutorial until heach face of the box have a diferent color, that way you will understend how you can texture a new model maded by you whit out complicate your life lol, ones you have tryed that if you still have any doubt after that, ask me. |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Mon Aug 01, 2011 7:51 pm | |
| Ok thanks indios for all of your help, I have it working now but I do have yet another question, how would I go about trying to make a reflective glass texture for a map i'm working on? |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Mon Aug 01, 2011 11:42 pm | |
| humm reflective glass? try to aply to your texture an additive shader in renx material editor and play around whit the emisive values, also if you want an efect that resemble the movement of light in glas´s surface make a second pass texture whit clasic enviroment and add shaders.
PD: if you want a mirror efect i think that is not posible in renx. |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Tue Aug 02, 2011 10:58 am | |
| Ok I think I figured it out. Thanks. And how would I reduce the amount of polygons in a mesh? I have a mesh that has way too many because of the original detail, and I was wondering on how I can reduce that. |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Tue Aug 02, 2011 3:57 pm | |
| learn to model first, then you will be able chose your way to reduce polis in a mesh lol, try to create complex sapes that will help you a lot, play around whit modeling tools like strude polis or hedges, weld, detach, colaps vertex etc, the you will be an master zen of modeling like di3hard lol. |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Sat Aug 13, 2011 6:58 am | |
| Lol, well maybe, but I don't know if I'll be a pro for a while But I am here again with yet another question I am modifying the Timed C4 W3D file (f_gm_c4-t.w3d) and I am having a problem when I apply the stage 0 textures. I have 5 meshes, and I apply the original renegade texture for the main mesh. However my problem is, is that when I apply the texture for the screen mesh it changes all the other meshes to that texture. So even though there are different meshes they keep sharing the same texture which I don't want. And I haven't found any tutorials on how to fix somethings like this, so I came to you considering you are one of the few who are active and helpful |
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Good-One-Driver        
Number of posts : 877
Age : 32
Reputation : 11
Registration date : 2009-08-03
| Subject: Re: Help on Model Editing Sat Aug 13, 2011 7:58 am | |
| wow that was so long and complicated here is a better one:
http://www.renegadeforums.com/index.php?t=msg&th=35254&start=0&rid=22009 |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Sat Aug 13, 2011 10:24 am | |
| I read that tutorial all ready, I'm still not sure how it helps :/ |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Sat Aug 13, 2011 12:52 pm | |
| [/quote]But I am here again with yet another question Smile I am modifying the Timed C4 W3D file (f_gm_c4-t.w3d) and I am having a problem when I apply the stage 0 textures. I have 5 meshes, and I apply the original renegade texture for the main mesh. However my problem is, is that when I apply the texture for the screen mesh it changes all the other meshes to that texture. So even though there are different meshes they keep sharing the same texture which I don't want. And I haven't found any tutorials on how to fix somethings like this, so I came to you considering you are one of the few who are active and helpful Smile[quote] that is because you probably using the same material id for all the meshses, try to change the material id of the sreen, like this: as for the turret, when i take a look of it all seams to work fine, it was properlly animated in game so dont understend what is wrong whit it. |
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Intradox        
Number of posts : 74
Age : 34
Reputation : 0
Registration date : 2011-02-16
| Subject: Re: Help on Model Editing Sun Aug 14, 2011 3:48 pm | |
| Thanks indios, I got it to work! Although I have another problem, I'm working on the remote c4, and every time I set the texture of the screen to the screen texture it just turns black. I don't know why it does this :/ |
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indios85        
Number of posts : 554
Age : 38
Reputation : 51
Registration date : 2010-12-12
| Subject: Re: Help on Model Editing Sun Aug 14, 2011 10:57 pm | |
| i think that is because you should aply just (f_gm_c4-r.dds) to all the meshes icluded the screen one, also a tip, if you want to know fast what texture use a existing model of ren just open the w3d file whit notepad and serch many times for "TGA", this is easier for me than open it in w3d viewver. |
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Belldandy        
Number of posts : 282
Age : 34
Reputation : 9
Registration date : 2009-07-25
| Subject: Re: Help on Model Editing Mon Aug 15, 2011 2:37 am | |
| its probably the wrong alpha Channel if it goes black |
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