RussiaGhost Posted September 14, 2013 Share Posted September 14, 2013 1 Can somebody write in more detail how to create hills for the game in 3d max 4? 1 Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 17, 2013 Share Posted September 17, 2013 Like rolling hills for playable area? Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 18, 2013 Author Share Posted September 18, 2013 (edited) 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. Show me how to do it here are the hills. Edited September 18, 2013 by RussiaGhost Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 19, 2013 Author Share Posted September 19, 2013 Why is not exported to 3ds the black part? Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 19, 2013 Author Share Posted September 19, 2013 As set normal texture ? This in game editor Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 21, 2013 Share Posted September 21, 2013 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. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 21, 2013 Author Share Posted September 21, 2013 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? Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 21, 2013 Share Posted September 21, 2013 Ghost Recon_Level Builder.pdf That is the document. I'll try to make a video tutorial soon. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 21, 2013 Author Share Posted September 21, 2013 (edited) 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 September 21, 2013 by RussiaGhost Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 22, 2013 Author Share Posted September 22, 2013 MAPLoader::LoadObject: Could not find room 0 for object light_1 Why is my light does not work and writes this error? Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 22, 2013 Share Posted September 22, 2013 I will have to show you how to do the modeling/texturing in a newer version of max (2013). I wont cover the entire creation process yet. I dont have time to do all of it. Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 23, 2013 Share Posted September 23, 2013 You wanted to learn to create terrain like this? Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 27, 2013 Author Share Posted September 27, 2013 You wanted to learn to create terrain like this? terrain.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. Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 29, 2013 Share Posted September 29, 2013 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 Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 29, 2013 Author Share Posted September 29, 2013 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. 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 Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 29, 2013 Share Posted September 29, 2013 (edited) 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 September 29, 2013 by pz3 Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted September 30, 2013 Author Share Posted September 30, 2013 Behold, now is normal texture. Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 30, 2013 Share Posted September 30, 2013 Success! Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 1, 2013 Author Share Posted October 1, 2013 Max map size i create 8 KM. If big 8 km error in load. Quote Link to comment Share on other sites More sharing options...
pz3 Posted October 1, 2013 Share Posted October 1, 2013 Right. GR should only have 400x400 meter playable areas. I have not tried larger levels. Quote Link to comment Share on other sites More sharing options...
pz3 Posted October 2, 2013 Share Posted October 2, 2013 Im going to remake this tutorial more in depth later. I want to make sure its 100% accurate. I released it rather quickly to help you as quickly as possibly. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 4, 2013 Author Share Posted October 4, 2013 Where then was to create a room of the building, now I can not find. Rooms for buildings too, from palne do? Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 4, 2013 Author Share Posted October 4, 2013 How to make the inside of the wall? Quote Link to comment Share on other sites More sharing options...
pz3 Posted October 4, 2013 Share Posted October 4, 2013 I'll make a video tomorrow. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 5, 2013 Author Share Posted October 5, 2013 If I make a map in 3d max 9 and texturizing it TGA textures, 4 they will be as imposed by imorte in 3ds? Quote Link to comment Share on other sites More sharing options...
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