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New buildings for GRAW2


JohnTC02

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Yep,

That would be awesome! :thumbsup: If I would have a step-by-step tutorial to lead me through the first couple of models, it would speed up the process to get some models into GRAW. :rolleyes:

John, maybe you could add your findings as to how to get it into GRAW itself? I would be more than willing and happy to make a nice pdf of it all and send to whoever for placing on the Wiki and here.

Greetz,

Spik@

Edited by Spik@
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Thank Zeco much appreciated. :thumbsup:

Same as Spik@ here using max 8, look forward to the tutorial.

Once I have perfected how I get the props/buildings into GR:AW2 I will make a tutorial, at the moment though it's still a bit hit and miss, seems like different types/sizes of buildings need different settings withing the xml files especially when making light mapped buildings as you have to specify the size of the lightmaps.

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Ok having some problems with export so i only have first part so far. Will update this post with parts. Make sure captions are on and watch in 720p for best quality :thumbsup:

Edit: all parts are now uploaded. Let me know if you have some questions.

Enjoy watching :)

Part 1

Part 2

Part 3

Part 4

Part 5

Edited by Zeko
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Zeko,

I have just took a quick look on my laptop (Max is installed on my pc) and so far it looks really good! Kudos for you dude! :thumbsup:

Will try and make something this afternoon with your 'guide' alongside of it! If there is anything I can't follow, I'm sure to let you know!

Many thanks for your time and effort!

Regards,

Spik@ :hi:

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Hi Zeko,

Many thanks for taking the time to do these videos, much appreciated. :thumbsup:

I got a little way into your first video then encountered a problem, looks like you are using a different version to me, I'm using v8 and I don't have the "quick planar map" button in the map parameters rollout.

I tried using the "planar" button but as you can see from my screenshot below it just messed things up, you also clicked a button in the menu bar when you had the "Edit UVW' box on the screen, I don't see that button on my version either.

So, I'm not far into this and I'm stuck already. :lol:

Screenshot:

post-20090-13190273817965_thumb.jpg

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Hmm what button are we talking about? About quick planar map i need to check how is interface in max 8. It is there just different name but same function should be there.

Edited by Zeko
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Ok here is solution to UVW issue.

1. Select the face you want to detach from others and press "Planar" button.

2. Select one of the "Align" buttons(Align X, Align Y or Align Z), what button to press depends on what axis face is located so check axis gizmo in vieport or just press all three. One will be correct. You can see if it's correct in edit window - "Parameters > Edit..."

3. Now that face is detached, press "Planar" button again and you will have access to new detached face so you can move, resize or rotate it.

4. Now do that till you have all faces apart. Then you can continue with stiching and arranging all faces to desired result.

5. I hope this does make sense :)

Any more question, feel free to ask. I will try to answer them all :thumbsup:

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Thanks Zeko, your solution seems to be working ok.

The other problem now is some of the flattened panels are coming out a bit squashed, a front facing wall which has a door at one side is tall and thin when looking at it in the edit Edit UVW box, what I have been doing is rescaling them to bring them back to normal but I'm not sure how this will effect the textures on the building.

This might be more down to my middling than anything else, if I'm not making the model correctly then would the effect the results in the Edit UVW? I added a checker pattern to my model and there are a lot of distorted boxes around the doors and windows.

Oh well, still lots to learn I guess! :unsure:

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Can you send me the model? I bet you have some bad polys/triangles in your mesh or you are flattening the wrong way.

First you need clean model in order to unwrap it correctly. With box models like buildings and similar stuff is easy. Unwrapping starts to get creepy with organic models if they are not solid modeled. :thumbsup:

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Got it and already re-worked the model. Not bad since you are new to 3dsm but some errors still. I can make a quick tutorial so you can see some basic tools in action and how i would approach this type of model.

Or i can just sent you back both models. Lemme know :thumbsup:

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Np John. Well i didn't fixed it, i just reworked it. Sometimes easier for me :thumbsup:

I use some keyboard shortcuts to switch views or jump into wireframe mode but i think you will be able to follow it. Otherwise just lemme know.

Rendering and uploading now.

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  • 3 weeks later...

Been busy over the past week or so making my next buildings.

The first one is ready for the game, I made this from scratch and based it on the industrial hanger but my version has a second floor with three rooms up the stairs.

Click pics for a larger image.

post-20090-13205363217425_thumb.jpg

post-20090-13205363272538_thumb.jpg

post-20090-13205363322091_thumb.jpg

post-20090-13205363368314_thumb.jpg

The second is also based on another building, the industrial guard tower, my version has three floors plus you also have access to the roof making the building taller than the stock version which should give you a good sniping position.

This is not quite finished but is ready for texturing.

post-20090-13205363388614_thumb.jpg

post-20090-13205363409074_thumb.jpg

post-20090-13205363434391_thumb.jpg

post-20090-13205363462419_thumb.jpg

What I'm trying to do is make them look similar to the stock buildings so they don't look out of place but at the same time I'm also trying to improve on what we have by adding extra floors or complete new interiors, at the moment there is not enough buildings in the game that you can enter so I hope this will change over time.

Hope you like them so far.

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