Jump to content

pz3

Members
  • Posts

    4,243
  • Joined

  • Last visited

  • Days Won

    55

Everything posted by pz3

  1. 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.
  2. 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.
  3. Hey Wombat. Did you edit out your video? Im okay with others posting videos here too.
  4. 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.
  5. 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.
  6. Check Keep vertex order. Should work.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Should I continue? Anyone?
  14. NEW UPLOADS Setting up plugins Weapon Modeling Optimizing Model UV Mapping 01 Texturing will be the next tutorial. Followed up by transferring blender models to max 5. Then exporting to Game.
  15. ADMIN UPDATE : THE VIDEOS REFERRED TO IN THIS POST HAVE BEEN REMOVED FROM YOUTUBE, HOWEVER COPIES ARE AVAILABLE HERE (DOWNLOAD / VIEWING). Starting modding tutorials here soon. Let me know what you want to see first. Video Tutorials Announcement Getting Started Modding GR
  16. I did this once before. I never had a good crack sound but ran into some of the same issues. Not real sure if there is a fix for clipping or the audio sounding a bit off. It does make the firefights more immersive though.
  17. I have no idea if thats possible but holy smokes. If it works that would be incredible.
  18. Thanks Wombat! Will be doing a little promotion throughout development. Follow on IndieDB http://www.indiedb.com/games/project-galactic
  19. I'm starting an indie dev team on a project code named "Project Galactic". The game is based on a luxury cruise to the stars but things go horribly wrong. A Sci-Fi thriller/fps that puts you in the middle of the chaos. The game itself is in the planning phase while we are actively seeking programmers, artists, and more. If you might be interested in learning more or helping develop this title go ahead and find us on discord @ https://discord.gg/JacnHzf I'll be updating this thread through out development. Release date will be announced at a later time.
  20. Its Dead. After updating to windows 10 i lost all working files. Forgot I had it on a virtual machine. So no more modding from me on GR1 for the foreseeable future.
  21. Been a while since I've posted so heres a bunch of stuff. Trying to not get to bogged down on any one project. Want to keep the creativity and speed flowing. Which helps me learn much faster in my opinion. Stays fun and doesnt feel so much like a chore.
  22. Very nice. Ill be doing this setup or threadripper later this year hopefully.
  23. I hardly ever commit to a full project but im going to try and see this one through.
×
×
  • Create New...