Jump to content

Compiling help


CIgano

Recommended Posts

Hello there totally rad people, my first post here and who'd guess, it's to ###### and moan rather contribute :P

Ever since I started playing GR again recently, I decided that it's the perfect game to mod for, it has a great comunity and lots of stuff to fiddle with. Due to this I bunched with a few other modelers and texture artists I know and decided to give a start to my modding ideas. This project would be no more than a major face lift to the game's models and textures, however, I soon found a bump in the road.

Before we began some more serious work, I decided to conduct some tests to kickstart the whole thing. I created a simple ground texture and put it in game, with sucessful results. Thus far everything was good, but when it came to working with models, with modelling itself being something unkown to me(the "team" consists of 2 texture artists including me, and 4 modelers, with 2 of them also doing textures.), and so I had to do some research to find out the in's and out's of compiling. I had to obtain 3DSmax5(I already own max9, but that wouldn't sufice), got the level exporter from the IT disk, but however, I missed the necessary plug-ins for importing/exporting models into and out of GR, since pretty much every link I found was dead.

tl;dr

Cutting to the chase, I'd like to know if anyone can spare me a link to the necessary plugins/files for 3dsm5, and if possible, some clarification as to how to compile replacements to the default weapons' models, rather than just adding new weapons.

eyecandy

for the sake of human glutony and to peek the interest of the more cynical ones, here's a couple renders of the models we're working on.

http://sleekupload.com/uploads/gr_ak47_3.png

AK-47 - 600-ish tris, 512x256 flat

model & unwrap by harry, texture[wip] by CIgano(yours truly)

http://img296.imageshack.us/img296/715/an94wipim3.jpg

AN-94 - 1k-ish tris, 512x256 flat

model, unwrap & texture[wip] by harry

[Edit: Oversize images changed to URL's IAW Forum Rule 3.14 - Please do not post images greater than 500 pixels direct in the forum.]

Edited by Pave Low
Link to comment
Share on other sites

I'm shure of it, but now that I think of it I'm not shure I have max's units to centimeters(in the actual unit setup for max, not in the export), I read a tut that mentioned that it should be set to meters(under metric ofcourse) rather than centimeters, but following logic I'm guessing I should use centimeters in max too? D: I'll give a go as of now

Link to comment
Share on other sites

Locate the original M9 pistol qob and rsb file, move to desktop.

Add your models in place and rename them to the same as the pistol files.

Start game, equip pistol and see if it shows. If not, then it is the export that is wrong.

In max

Drop down: Customize / Unit setup should be meters / System unit setup should be centimeters

You don`t need to check weld vertices and vertice attributes, at least it doesn`t matter if not checked. If you don`t get it sorted, feel free to send, I can help.

:)

Good luck

Link to comment
Share on other sites

Thanks for the pointers tinker, I reset the system unit wich was in inches by default. However, that still didn't fix it. :(

And while I truly appreciate your offer to compile yourself, we have lots of work ahead of us so it's preferable I'd learn myself instead of annoying you each time I wanted something ingame. To see if I can get out of this jam, could you give me an idea of your "workflow" to get a weapon model ingame? I'm somewhat fearfull it has something with the fact I'm using max5 while the author of the tutorial I referenciated to used an older version wich could have some variations in relation to 3dsm5

Link to comment
Share on other sites

http://sleekupload.com/uploads/screenshot7_1.jpg

it worked :D

I did scale my model to a model I downloaded from this website, and it was supposedly vanilla's model, but now that you sent me the actual ak model I'm not shure it wasn't. What that caused was to have me do the scaling all wrong, and after re-scaling to yours I realized that the model itself was getting ingame, only it was a microscopic size. Many thanks for the help everyone, especially you Thales. :thumbsup:

Link to comment
Share on other sites

  • 2 weeks later...

Nice advertising harry ;D

Anyways, I'm in dire need of help once again, so the kind souls that helped me the first time around would be mighty welcome to come around a second time :P

My first issue is with the AN94. I was able to get the model ingame, but even though I have the texture properly named and in the right place, it always shows pure white/textureless ingame. I'm afraid it has something to do with the fact the default model also has a Gp25 in the texture flat due to the variant with a grenade launcher.

Secondly, I've compiled the makarov, put the model and texture in the right places, yet it's still the vanilla model ingame. Is there a diferent proceadure for sidearms?

And last but not least, is it possible to alter the amount of texture maps for models? Mostly for that An94 I mentioned and other weapons(such as the socom m4), we were planning to do the texture for these attachments in seperate flats.

If you need me to develop on anything please tell me, if you think you can help me out please do post your thoughts. Thanks! ;D

PS- Following harry's example, more eye candy of what I've managed to get ingame, all of these are complete :D

http://sleekupload.com/uploads/screenshot1_6.jpg

http://sleekupload.com/uploads/screenshot0_4.jpg

http://sleekupload.com/uploads/screenshot11_1.jpg

http://sleekupload.com/uploads/screenshot0_5.jpg

Link to comment
Share on other sites

My first issue is with the AN94. I was able to get the model ingame, but even though I have the texture properly named and in the right place, it always shows pure white/textureless ingame. I'm afraid it has something to do with the fact the default model also has a Gp25 in the texture flat due to the variant with a grenade launcher.

Secondly, I've compiled the makarov, put the model and texture in the right places, yet it's still the vanilla model ingame. Is there a diferent proceadure for sidearms?

And last but not least, is it possible to alter the amount of texture maps for models? Mostly for that An94 I mentioned and other weapons(such as the socom m4), we were planning to do the texture for these attachments in seperate flats.

Looking good CIgano. :thumbsup:

1- No, nothing to to with GP25 texture, itll work even with one texture for all weapon , including GL, or not. Doesnt matter at all, since you have the same .rsb files in Textures folder that you have added and exported the .qob model .

2- No different proceadure for sidearms, its all the same, have you named your new model for makarov as "w_makarov.qob", added this to your "Model" folder of the mod and all new textures to mod's "Textures" folder ? You can use a custom name for your new makarov model too, since you make a new .gun file using the new .qob name in it.

3- Yeah, its possible, you can use as many textures files as you want.

Edited by Thales
Link to comment
Share on other sites

  • 1 month later...

Yo Thales, we have some serious issues - we need someone to export our models for us now. It sucks cause so much is finished but so little ingame. I dunno if i would wanna go into details publicly but if you know anyone with time to export models for us, could you let me know? (btw drop by my forum and go to "modding/game development" to see the progress so far ;D

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...