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My questions to create maps


RussiaGhost

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Like rolling hills for playable area?

Yas.

http://www.ghostrecon.net/html/map-guide.htm

Here is a description of how to create the basis of a map, and how to make the hills there is no continuation.

I want you to show me a lesson in how to make the hills for the game in 3d max 4.

I looked on the internet lessons, but they are new to 3d max and it is often used modifiers are not in the old one.

17-HUFZO8cc.jpg

Show me how to do it here are the hills.

Edited by RussiaGhost
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The terrain model may have smoothing groups making them look black or reversed normals. Ill make a tutorial on terrain creation in a little while. It can get pretty intense. Geomtry needs to be almost perfect. Lighting levels can be just as confusing.

Remember on IT extras disk. There is a pdf document that explains everything in detail.

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The terrain model may have smoothing groups making them look black or reversed normals. Ill make a tutorial on terrain creation in a little while. It can get pretty intense. Geomtry needs to be almost perfect. Lighting levels can be just as confusing.

Remember on IT extras disk. There is a pdf document that explains everything in detail.

I do not drive it. I'm just an ordinary IT without additional files.

Can I attach these documents here?

Origin Help Point as a right?

Ghost Recon_Level Builder.pdf

This document?

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Creating Lights



Supported Light Types

Spot The exporter treats target and free spot lights the same.
Directional The exporter treats target and free directional lights the same.
Omni
IMPORTANT: Directional and spot lights must be placing in the top view of MAX.

Supported Light Parameters

General Parameters
· Color

· Diffuse, Specular, and Ambient Only flags

Projector Parameters

· Map (Must be of type bitmap)

Attenuation Parameters

· Far Attenuation start and end.

If the use check box under the Far Attenuation section is selected, the light will be exported with linear attenuation, else it will be exported with no attenuation.

Directional Parameters

· Falloff Size

· Hot Size

· Only rectangle directional lights are supported

· Projector Map (Must be of type bitmap)

· Aspect Ratio

Spotlight Parameters

· Falloff Size

· Hot Size

· Only rectangle spot lights are supported

· Projector Map (Must be of type bitmap)

· Aspect Ratio

I'm trying to do here on this, it requires Helper Points

<l> Light. Creating a light

1_<l>Light1

That's in theory should put this, but it does not work without this point.

Edited by RussiaGhost
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You wanted to learn to create terrain like this?

attachicon.gifterrain.jpg

Yas.

I only have 9 and 4 3d max, Many features can I not located or do not, such as a brush in your lesson, take it from me not at all.

I can write a very simple way to create such maps by standard methods, and that they were in 3d max 9?

I am writing an interpreter, so it can not be everything correctly in the English text.

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Sorry its not typed out but hopefully you can still understand most of it.

Part1

http://youtu.be/iLLuxqI4Zu4

Part2

http://youtu.be/iBLzs3wrZsw

Part3

http://youtu.be/V9lry4AHquU

Thank you!!!!!! I will try to do.

dpBm-TsMt7Y.jpg

I did not change U V Title in a detailed texture so it has been washed away from me.

I no change U V Title in detailse

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The color map and detail map will combine (multiply) together once it is exported to game. Remember to name the base material (colormap) with <*dm>namehere in order for the lighting editor to not effect it.

Remember you can switch between the two textures (details/color) by just checking the display in viewport box in the material editor for the one you want to display.

Edited by pz3
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