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Defunct Community Model Project

  1. #151
    Moderator Darkbladecr's Avatar
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    photoshop alternatives
    http://sixrevisions.com/graphics-des...-to-photoshop/

    Paint.NET is supposed to be good, otherwise get someone to simply make the .psd
    It's not even needed, the shader just uses it as a base, the ingame textures are the split up .tga files....

  2. #152
    Member eliw00d's Avatar
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    I have the in game textures set up in the Material editor already, and they look as they should on the model in 3DS Max. However, after exporting and loading it in-game, that's when it flips or whatever. So, without creating this base PSD, what should I do differently than I already have?

  3. #153
    Member sweeten2213's Avatar
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    @ Eli - i got your PM but i also have some issues thiugh some different with textures, and i think it best to ask a question here rather than give you bad advice.

    I have had nothing but headache when trying to use the create proxy map" and "baked material" method of adding textures.

    I have had some success using a more traditional method.

    Making sure we have a version of all the versions of the texture (dif, nrm, spc, gls, occ if we have it) and making sure they are all in tga form

    Put all of them in the DataScr folder

    Goto the Material editior and click on the first globe

    Click on the button atm named "standard" next to the name of the texture (first one set at 01_default by default).

    Double click directx9 shader

    Click below directx9 shader where it has the path to the current shader (next to "reload")

    Then browse to the list if shaders under DataScr/Engine/Shaders and choose the shader you would like.

    Here is where i am both a little confised but more so trying to come up with the best solution. For things like vehicles using dx9_unit_dirt_norm_ocluspec_8bit is best. However, I suppose due to a lack of or incorrect occlusion map, I have rarely been able to use this as when I goto export I get error saying unable to clamp channel 2 in uv map.

    The ways I have had sucess is to choose a shader that has only the parts I have (ie dx9_unit_nrm_spec_1bit if you have a dif, nrm, and spc). This is not optimal but at the very least I am able to get them exported.

    After the shader is chosen I click on each "none" next to diffuse, Normal map, Gloss map, etc.. and browse to the tga's I have put in the DataScr file of the model I using and apply them.
    Then I select what areas of the model I want to apply that particular set to in the main screen, click on material, and choose assign to selection.

    This has worked fine, but between not being able to export with occlusion maps (therefore not being able to use the much better 8 bit version), and at time not being able to use more than one texture in the different globes (ie if i have three different globes set for different parts of the model it tends not to export and tells me it can not load the 2nd and so on tga).

    So that is a crappy tutorial by all means, mainly because I am not sure if it is 100% correct.

    It is more of a "this is what I am doing what am I doing wrong" thing.

    And the biggest question - do you need to use the proxy map method or is that more of an extra unneeded step?
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  4. #154
    Member eliw00d's Avatar
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    That sounds a lot like what I've been doing. Here is a screenshot of what I have done to my M1919A4:

    Textures look fine in 3DS Max 8


  5. #155
    Moderator Darkbladecr's Avatar
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    if you are using original models, the burnt textures will not overwrite the original archive version ones. I have no idea why...

    Why not flip the UV's?
    Select all the meshes
    apply a UVW mapping modifier
    And press edit
    and then select all the UV parts in the new window
    The press the flip arrow on the top selection of buttons in the new window.
    then re-export and see the results

  6. #156
    Member eliw00d's Avatar
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    /sigh

    I give up, I've tried everything and it doesn't work...

    I was hoping to get these kinds of things done because everybody else that can do it is busy, and it was easy up until dealing with textures. Maybe I'll make a tutorial for getting all the way up to textures so that others can do it.

  7. #157
    Member eliw00d's Avatar
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    Okay. I tried:

    - Downloading Paint.net and creating an image with 4 layers (DIFFUSE, ALPHA, GLOSSINESS, SPECULAR). I still get the same error as with GIMP.

    - Vertically flipping the UV with the "Unwrap UVW" modifier, saving the UVW, changing to channel 2, then loading the UVW for each mesh. Didn't fix anything, it was exactly the same.

    I just can't believe there isn't a way to re-texture a Relic model, I just can't. I've come this far, been able to do some great things, and now I'm stuck on this. Why does it look fine in 3DS Max? It can't be because it's flipped, because I can only flip each individual mesh's UVW, whereas in game the entire skin is rotated so that the barrel is on the box magazine and all kinds of weird stuff.

    Is it possible to import a Relic model, apply the shaders and textures it's supposed to have and then export it so that it is the same as how Relic did it? If not, what needs to be done to allow for this?

  8. #158
    Moderator Darkbladecr's Avatar
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    I'll post a tutorial next week on a full explanation on how to make additions to relic models and maintain the skin.

  9. #159
    Member eliw00d's Avatar
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    I'll put these projects on hold until then. Thanks, darkblade.

  10. #160
    Member eliw00d's Avatar
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    I finally figured out a way around the texture issue that works, and I now have a Tiger II with fixed coaxial MG, a proper commander and original textures! I'll see what else I can do with this new method...

    Pershing and Tiger II


    If the top gunner doesn't fire, does that have to do with his origin or heading or anything?

  11. #161
    Moderator Darkbladecr's Avatar
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    If the top gunner doesn't fire, does that have to do with his origin or heading or anything?
    Did you attach the combat slot, did you setup the model to incorporate the MG gunner?

  12. #162
    Member Ninja117's Avatar
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    That's wonderful work mate!

  13. #163
    Member eliw00d's Avatar
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    Quote Originally Posted by Darkbladecr
    Did you attach the combat slot, did you setup the model to incorporate the MG gunner?
    A combat slot is not needed for a gunner. What do you mean did I incorporate the gunner?

    It seems to be related to origin and heading, as it only fires in certain directions.

  14. #164
    Moderator Darkbladecr's Avatar
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    oh that is due to tracking in the weapon.rgd

  15. #165
    Member eliw00d's Avatar
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    Tracking is unchanged from the regular gunner, so it can't be that.

  16. #166
    Moderator Darkbladecr's Avatar
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    well I doubt it is the variable range...
    Can the turret graphically not fire behind? (so damage still registered on units)
    Or is it that it simply cannot rotate that much?

  17. #167
    Member eliw00d's Avatar
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    It just sits there. I think changing the origin/heading is what did it. What is the best way to figure out a good origin/heading for something like this?

    A sneak peak at things to come:



    Be advised that this is a WIP, so the textures are not set up correctly and the positioning is a little off, but...

    MG34 was done by Loran and team.

  18. #168
    Member Aidas2's Avatar
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    Nice Pershing and Mg34 on Halftrack hope you fix your errors and release them.

  19. Modding Senior Member Company of Heroes Senior Member  #169
    Celéstial by heart Celution's Avatar
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    Really nice eliw00d, great stuff. Will you also make a commander for the M26?

  20. #170
    Moderator Darkbladecr's Avatar
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    for origin use the relic tool for ingame position, for heading, you just give the value for which way it is pointing. So if its x, y, or z, axis

  21. #171
    Member eliw00d's Avatar
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    @Celestial
    I can do that.

    @Darkblade
    Which Relic tool?

  22. #172
    Moderator Darkbladecr's Avatar
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    @Darkblade
    Which Relic tool?
    voila:

  23. #173
    Member eliw00d's Avatar
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    Oh, nice! So, I just use that on the marker that projectiles or tracers will be coming from? Could it also have something to do with not having a target marker or something?

    Also, quick update:



    The ammo drum clips through the shield, but if I position it any other way it won't look right, so I'm going to leave it at that.
    Last edited by eliw00d; 12th Jun 10 at 10:12 PM.

  24. #174
    Member Angelic's Avatar
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    I guess you can only see that from really up-close anyway it doesn't really bother me.. it looks awesome! Thank you Eliwood
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  25. #175
    Member Aidas2's Avatar
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    Great, now all we need is 30 cal on Us halftrack and a jeep with passengers or a Sas jeep.

  26. #176
    Moderator Darkbladecr's Avatar
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    great work

  27. Modding Senior Member Company of Heroes Senior Member  #177
    Celéstial by heart Celution's Avatar
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    eliw00d, could I ask you to make a Willy's Jeep with a Bren Light Machine Gun?

  28. #178
    Member eliw00d's Avatar
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    @Aidas
    I finished the M1919A4 on the M3A1, just working on a little surprise before I show it off.

    @Darkblade
    Thanks! I ow you for all the help you've given me.

    @Celestial
    How do you mean? I think DMz already has an SAS Jeep on the way.

    Also, as for seated passengers, it's too much work. I think I could do it if I made clones of the driver with their bones renamed to passengerXX or something. I might look into it later, but it's not a priority at the moment.

  29. Modding Senior Member Company of Heroes Senior Member  #179
    Celéstial by heart Celution's Avatar
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    Ah, I thought that project was stopped.

  30. #180
    Member eliw00d's Avatar
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    Another breakthrough:



    I have to figure out how to position it better and overcome some animation issues with the mortar variant (the guy on the inside left is a statue), but the PaK (251/10) variant is animating near perfectly.

  31. Modding Senior Member Company of Heroes Senior Member  #181
    Celéstial by heart Celution's Avatar
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    That is really awesome! But the Pak should be a little forward, and the crew seems to be a little to low?

  32. #182
    Member Aidas2's Avatar
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    Awesome, also since the new pak 40 and 36 are released, could we get somethig like this: http://media.photobucket.com/image/p...ks/10109S2.jpg ( pak 40 ) and this:http://www.toysunlimited.nl/images/6...20B1.jpg(front ) http://www.milicast.com/shop/images/T/BG11%20014.jpg (back ) ??

  33. #183
    Member eliw00d's Avatar
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    @Celestial
    As mentioned above, I have to set up the positions.

    @Aidas
    I'm not a modeler, I'm just mixing or editing what I can. Loran already made a 251 with PaK40 I think.

  34. #184
    The ammo drum clips through the shield, but if I position it any other way it won't look right, so I'm going to leave it at that.
    The Relic MG 42 does as well and no ones ever noticed so good job.

  35. #185
    Member Mr.Mind's Avatar
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    @Aidas: Loran already made Sdkfz 251/22 http://forums.relicnews.com/showpost...&postcount=121
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  36. #186
    Member Ninja117's Avatar
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    with Halftrack and TD's new Pershing does it mean you will have to redo the gunner onto the new model?

  37. #187
    Member eliw00d's Avatar
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    Yes, but it would simply be a matter of moving the bone to its new location.

  38. #188
    Member Ninja117's Avatar
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    ah ok, the commander is already there so that's cut out for you :P and the coaxial MG has a model now, do you think you can animate the hatch they made?

  39. #189
    Member eliw00d's Avatar
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    Unfortunately, I can't do that. I have some ideas as to how it could be done, but I am not an animator. I've been pretty busy with the Fortress Europe alpha, so I haven't had much time for these edits. I might end up writing tutorials on all that I've learned so that others can make their own.

  40. #190
    Member eliw00d's Avatar
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    Wasn't on the list, but will be released soon:


  41. #191
    Member Aidas2's Avatar
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    Lol the Brit truck, looks great, just the back is imo too big, but better than nothing.

  42. Company of Heroes Senior Member  #192
    Moderator Lethal Dosage's Avatar
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    Oooh, i been wanting a plain British truck for a while, it's a pitty Relic made a workshop bodied truck and not a General Service cargo body. Great work, it was something i was going to attempt once with skinning, but was too much work figuring out what was needed and what wasn't.

  43. Modding Senior Member Company of Heroes Senior Member  #193
    Celéstial by heart Celution's Avatar
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    Looks really good, and as LD said, I have been wanting this also. But maybe you could use the Field Support Truck, since it's smaller?

  44. #194
    bigger truck = more troops = i like
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  45. #195
    Member Aidas2's Avatar
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    Will you make the troop positions for Us, Ger trucks like the ones you made for Halftrack?

  46. #196
    Member eliw00d's Avatar
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    I can look into the other trucks as well. I don't remember clearly, but aren't the Lorries pretty big IRL? I mean, I know Relic's scale might be off a tad.

    Also, the passenger slots have been uploaded, I just haven't included instructions yet.

  47. Modding Senior Member Company of Heroes Senior Member  #197
    Celéstial by heart Celution's Avatar
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    w00t, thank you so much eli, I really hope you will add the download link soon.

  48. Company of Heroes Senior Member  #198
    Moderator Lethal Dosage's Avatar
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    Well the Brit trucks are bloody big when you compare them to the Opel Blitz and CCKW 352 ingame, and their pretty big trucks in their own right, especially the CCKW (which i suppose is actually scaled a little too small). The only truck i think is about right is the Diamond T 98x series of transporter used for the Armoured HQ truck, and thats way wrong as they were never had cargo or workshop bodies fitted, they were Tractor units fitted with a small ballast body. The Diamond T's were intended for towing trailers, artillery guns, and some were fitted as recovery and maintnance vehicles with a crane.

  49. #199
    Member eliw00d's Avatar
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    Just for fun, I made a new bone for one of the trucks and mixed a Bofors 40mm to it. It animates properly and the crew is all there. Too bad we don't have a Morris-Commercial C9/B to make a Bofors 40mm SP with. It does mean, however, that if we were ever provided with a FlaK38 model, I could probably fit it to an SdKfz 251 without requiring someone to make a 251/17. Pretty neat stuff.

    I added a few things to my list, such as the MMG carrier for the Brits.

  50. #200
    Member Ninja117's Avatar
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    @eliw00d - your last post made me smile

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