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pz3

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Everything posted by pz3

  1. A couple more real quick. This is where the fun starts. Set up a mods folders Basic level creation. (will play when youtube is done processing it)
  2. Camo for weapons video. This one is for sure going to give you a headache. Example at bottom of post.
  3. Right on glad its helping a bit. I'll do a command map video at a later date. As I get around to it. For now here is 2 more. Full weapon modeling and UV Mapping. I'll be doing the texture one as soon as I kick this cold. All stuffed up at the moment.
  4. Its more or less a hobby. Plus its nice to preserve some of the info. Answer it a bit more at the end of the video.
  5. Thanks Rocky. I'll be doing more as I get around to it. Eventually levels too. Have to brush back up on it myself.
  6. A Blender crash course. All the most common tools I use.
  7. Remade one of the videos real quick and a youtube channel for it. I'll leave them up this time if I do more.
  8. You got it all going? Your exporting weapons now?
  9. Going from blender to virtual machine to 3dsm5 was kind of a night mare so I pulled them down. How on earth you got 3dsm running is beyond me. I can't even get gr running anymore.
  10. Follow up on a few of these. Let me start with a basic work flow for learning Focus on getting a map rigged and setup. Dont worry about textures and art. Just get it into the game and able to run around in it. The level builder pdf can be pretty confusing but it has the answers for most of it. Trial and error through it. Its the best way to learn but not the easiest. Follow along with other tutorials already here on gr.net Maps break down into a few things. Room groups, sherman levels, and portals. Once you understand these you have the foundation you need to continue. Focus on creating command maps after. Then focus on lighting. Scripting etc... Last but not least. Windows,water, glass, doors, trees, destructible items, these all require a little individual rigging or prep. Skyboxes are fairly simple as well but ill get into that later. Textures are rsb just like any other game model. Less is more. So utilizing atlasses for many objects is important. The terrain can be two maps mixed. A basic color map mixed with a detail texture map. It works and looks ok. The polygon limitations are pretty simple. GR does not handle high density mesh well due to its lighting system. Create your level in the same style as GR and thats about as good as it gets. Unfortunitly you cant fake it to make it better. So things like accurate prebaked lighting, huge texture atlases they dont really improve quality much. I tested it. It works on really small levels but nothing big. You can create modular levels and assets. Its best to weld it all at the end to prevent collision issues. Also do utilize lots and lots of hidden colliders. Geomtery thats more complicated will not offer good collision at all. Take it step by step and before you know it you will have a map finished. Tutorials for trees and vegitation are on gr.net as well. Use 3dsm 5 for building the level. You can use other versions for creating mesh but the bulk of work is done in 5. This should be confusing sounding and it will be lol. Let me know if you need me to talk about anything.
  11. I will get around to it at some point. Maps can be a big lengthy process. GR modding videos will happen just not sure when. Lot of big changes here on my side. Work and life gets in the way.
  12. Hey Wombat. Did you edit out your video? Im okay with others posting videos here too.
  13. NEW UPLOADS Kit Restriction Editing Replacing Main Menu Backgrounds That is awesome Rocky. Thanks for sharing it. I found a little time to make two more today. More in the future. Also I have quite a few Blender tutorials uploaded on a different you tube account. You can check them out here.
  14. NEW UPLOADS Smoothing Groups Export to GR Setting Up Weapon Files Creating Kit Icons Creating Weapon Sounds Setting Up Weapon Sounds If all goes accordingly. You will have a new weapon created. The only remaining thing to do is setup weapon kit restrictions will be coming up in another tutorial as soon as I find some more time to do it. End result will look similar to this. Remember you must adjust the position of the weapon and points to get good hand placement. Simply move the model and points around as needed. If the model doesn't update export to desktop and replace the file using file explorer. *NOTE* Do not move right hand point. Hope you guys enjoy these tutorials.
  15. Check Keep vertex order. Should work.
  16. NEW UPLOAD Sending To Max and Scaling *Note* I recorded the whole process, including setting up all mod files, but the recording didn't save past 8 minutes for some reason. Frustrating. I'll do it again in smaller steps in the next couple days. Hopefully there won't be any big issues with recording.
  17. Yes and my obj plugins are freezing in 3d studio max. Seams most are losing coordinates. I last attempted this in blender 2.78 and it worked fine. I'll find a work around give me a couple days.
  18. NEW UPLOADS UV Mapping 2 Texturing 01 Texturing 02 Texturing 03 Light Baking (Image Based Lighting) You should end up with results similar to this. Video descriptions have links to required files to follow along.
  19. I believe I use to use .obj but if not .3ds should work. When I get to that point I'll test both and figure out which one to use in the tutorial.
  20. RussiaGhost Thanks for pointing that out real quick though. I just realized that might be an issue with baking. I'll find a work around so the bakes come out cleaner. For anyone wondering what the baking section will be about. It is simply adding Image based lighting to the texture. That way you get more believable coloring and shadows.
  21. Blender does not use smooth groups at all. There is no work around for that I know of other then carefully modeling to avoid shading issues. Instead I'll be doing smooth groups in 3DSM5 which should only take a moment for this weapon. I'll upload a few more videos here soon. I am finishing up with UV mapping2, texture 1, texture 2, texture 3, and baking. After that I'll start working on taking it from blender to 3dsm5, sizing, smoothing, rigging, exporting, scripting, sounds etc... Then I'll be done with this section of the weapon modding for the most part unless I get request. I'll do some kit items later on, or stationary weapons if I can remember the rigging.
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