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TanadrineStudios
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Post subject: custom 3d modeled tanks and units? Posted: February 8th, 2012, 1:14 am |
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Joined: January 31st, 2012, 6:33 am Posts: 206
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How is this achieved? I used to do a lot of modding in my day and I may want to start up again (just a little for now).
I am an fairly experienced 3d modeler now unlike before when I was making maps like dmvsst, Infantry strat and W.O.D, so I do have a basic understanding of how the game works internally... I admit I'm REALLY rusty though... ~10 years since making my last mod makes you forget things.
1) I understand how to import/export BZ files from 3d studio max, though I have to use a trial version to do it. 2) Create/paint the model using my preferred 3d program of Lightwave 9.6 then export a vfs or whatever file in StudioMax. 3) the VFS file is what references the vehicle yeah?
Where my memory is really hazy:
- So, .map files hold the textures yeah? does the VFS file automatically reference this to the object of the same name? - How do I reference my newly created object in BZ? Is it the same method I used to make my mods? - How are hardpoints determined? What tells the game where weaponsfire will emerge from if I'm using a custom 3d model? Can it be changed or do I have to use the game's stock tanks as references? -Finally, how do I add this to my map again? For now, I only care about seeing my work... I can figure out the other details like adding them to recyclers or whatever later.
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Goomba
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Post subject: Re: custom 3d modeled tanks and units? Posted: February 8th, 2012, 7:08 pm |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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Quote: - So, .map files hold the textures yeah? does the VFS file automatically reference this to the object of the same name?
No, the VDF (not VFS) files store information to the various GEO pieces, the GEO pieces (files with .geo extension) refer to the unit texture. Quote: - How do I reference my newly created object in BZ? Is it the same method I used to make my mods?
If you mean with an ODF file, then yes. Quote: - How are hardpoints determined? What tells the game where weaponsfire will emerge from if I'm using a custom 3d model? Can it be changed or do I have to use the game's stock tanks as references? You need VDF Viewer for that, look for GEO files ending with "g" (gc1, gr1, gs1, gm1). Quote: -Finally, how do I add this to my map again? For now, I only care about seeing my work... I can figure out the other details like adding them to recyclers or whatever later. You can modify the build files and place them in your addon (ODF files starting with b_), you can change one of the references to your own unit ODF. EDIT: Minor grammar errors fixed.
Last edited by Goomba on February 8th, 2012, 9:29 pm, edited 1 time in total.
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TanadrineStudios
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Post subject: Re: custom 3d modeled tanks and units? Posted: February 8th, 2012, 9:25 pm |
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Joined: January 31st, 2012, 6:33 am Posts: 206
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Thanks. when I get around to fixing up my system (so it won't crash every time I load the viewer) I'm curious about the kind of modding I can do now that I couldn't back in the day.
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Goomba
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Post subject: Re: custom 3d modeled tanks and units? Posted: February 8th, 2012, 9:29 pm |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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TanadrineStudios wrote: Thanks. when I get around to fixing up my system (so it won't crash every time I load the viewer) I'm curious about the kind of modding I can do now that I couldn't back in the day. The possibilities are endless, make sure to copy all the geo files and rename them so you won't overwrite something and cause Mission Version Mismatch online. That way you can mod without damaging the online community. Good luck and I am curious to see what you can come up with! Goomba
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TanadrineStudios
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Post subject: Re: custom 3d modeled tanks and units? Posted: February 9th, 2012, 5:52 am |
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Joined: January 31st, 2012, 6:33 am Posts: 206
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One other question:
is it possible to put in animations? IE: Like on the Grizzly tank how the rear thrusters rotate left/right when the tank strafes left/right. My initial observations tell me it is not.
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Goomba
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Post subject: Re: custom 3d modeled tanks and units? Posted: April 20th, 2012, 11:20 pm |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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Sorry for the late response, I totally forgot about this topic but I just scrolled past it today. Unfortunately, it is indeed true that you can't get animation in new units, the only way to do it is to edit an existing unit that has the animation you want. Sadly it isn't very flexible, but it's at least something. 
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TanadrineStudios
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Post subject: Re: custom 3d modeled tanks and units? Posted: April 21st, 2012, 12:28 am |
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Joined: January 31st, 2012, 6:33 am Posts: 206
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Goomba wrote: the only way to do it is to edit an existing unit that has the animation you want. Sadly it isn't very flexible, but it's at least something.  That's what I was thinking, but it's better than nothing. I'll get around to modding and stuff one day, huge project I have to get sent off first though. Thanks for the response!
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Ian S
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Post subject: Re: custom 3d modeled tanks and units? Posted: April 21st, 2012, 3:37 am |
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Joined: March 1st, 2011, 5:00 am Posts: 381 Location: Blowing CCA to shreds... anywhere anytime
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How did the RO people manage to create the animations in the Red Devil?
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Goomba
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Post subject: Re: custom 3d modeled tanks and units? Posted: April 21st, 2012, 8:16 am |
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Joined: June 16th, 2009, 6:07 pm Posts: 525 Location: Breda, The Netherlands
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They either did the same thing as we do for our custom units (very unlikely) or they got a special tool to program the animations in.
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