CIgano Posted March 27, 2008 Share Posted March 27, 2008 (edited) Hello there totally rad people, my first post here and who'd guess, it's to ###### and moan rather contribute 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 March 27, 2008 by Pave Low Quote Link to comment Share on other sites More sharing options...
Twiller Posted March 28, 2008 Share Posted March 28, 2008 Sorry, I've got no links. But your project sounds great, good luck! Quote Link to comment Share on other sites More sharing options...
CIgano Posted March 29, 2008 Author Share Posted March 29, 2008 Well, I was able to install the plug ins and followed a tutorial on exporting models, followed it by the book, exported as a .qob etc, but once ingame, the model is invisible. Help? Quote Link to comment Share on other sites More sharing options...
thales100 Posted March 29, 2008 Share Posted March 29, 2008 Try this plugin, let me know it works. http://www.ghostaholic.com/datas/users/194...velexporter.zip Quote Link to comment Share on other sites More sharing options...
CIgano Posted March 30, 2008 Author Share Posted March 30, 2008 It gives me the same thing as the last one. Quote Link to comment Share on other sites More sharing options...
thales100 Posted March 30, 2008 Share Posted March 30, 2008 Are you using the correct export settings, specially MAX Units (centimeter) and Export Units (meters) ? Quote Link to comment Share on other sites More sharing options...
CIgano Posted April 1, 2008 Author Share Posted April 1, 2008 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 Quote Link to comment Share on other sites More sharing options...
Tinker Posted April 1, 2008 Share Posted April 1, 2008 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 Quote Link to comment Share on other sites More sharing options...
CIgano Posted April 3, 2008 Author Share Posted April 3, 2008 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 Quote Link to comment Share on other sites More sharing options...
thales100 Posted April 3, 2008 Share Posted April 3, 2008 K here it is, replace the ak original ive included in the scene and add your weapons, all helper points are included. Make sure you use the correct export settings. http://www.ghostaholic.com/datas/users/194...ne_original.zip Quote Link to comment Share on other sites More sharing options...
CIgano Posted April 4, 2008 Author Share Posted April 4, 2008 http://sleekupload.com/uploads/screenshot7_1.jpg it worked 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. Quote Link to comment Share on other sites More sharing options...
thales100 Posted April 4, 2008 Share Posted April 4, 2008 Cool ! Quote Link to comment Share on other sites More sharing options...
Harry Posted April 6, 2008 Share Posted April 6, 2008 (edited) It looks ultra cool ingame (though you know i'm chasing you down on a couple of improvements i think you should make ;D) and let's get some more in already Edited April 6, 2008 by Harry Quote Link to comment Share on other sites More sharing options...
Harry Posted April 18, 2008 Share Posted April 18, 2008 (edited) Progress is going really well, almost all the defaults are remodelled. Soon comes the mass texture rush. some WIPs (if you want to check out the progress threads, drop by my forum, link in my sig.) http://img294.imageshack.us/img294/7399/oc14wipeg4.jpg http://img253.imageshack.us/img253/9760/dpfinishedbx5.jpg http://img241.imageshack.us/img241/1497/69723059wf0.jpg http://sleekupload.com/uploads/gr_barret_2.jpg http://millenia.half-lifecreations.com/ski..._aksu_wip_3.jpg http://img212.imageshack.us/img212/183/pkmdoneck3.jpg http://img253.imageshack.us/img253/8877/40781179av7.jpg http://img246.imageshack.us/img246/1733/m4mapil6.jpg Edited April 18, 2008 by Harry Quote Link to comment Share on other sites More sharing options...
CIgano Posted April 20, 2008 Author Share Posted April 20, 2008 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 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 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 Quote Link to comment Share on other sites More sharing options...
thales100 Posted April 20, 2008 Share Posted April 20, 2008 (edited) 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. 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 April 20, 2008 by Thales Quote Link to comment Share on other sites More sharing options...
Harry Posted April 20, 2008 Share Posted April 20, 2008 3- Yeah, its possible, you can use as many textures files as you want. !!! how? Quote Link to comment Share on other sites More sharing options...
thales100 Posted April 21, 2008 Share Posted April 21, 2008 Just apply to the model at 3dsmax and export. Quote Link to comment Share on other sites More sharing options...
Harry Posted May 22, 2008 Share Posted May 22, 2008 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 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.