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Seedy 3DMax Bolton Guide V1.5
Here is what I know about 3Dmax for sof boltons
The object of this tutorial is too help you in the 3dmax3 environment this is not a replacement for other bolton tutorials it only adds to others work please check out other bolton tutorials for more info
The RealSkinny, Gils-Crazy redius Bolton Tutorial, Neogenix advanced bolton tutorial, My first Tutorial
If anyone can help improve or correct anything on this topic feel free to contact Me via Email xXseedybeeXx@planetsoldieroffortune.com or post it on the www.foyleman.com modeling forum
///**** Major props to Phantomas,Follyman,Serephin,X,FunkyDuck,The guys @ SF Mod Team,soffiles,sofcenter,planetsoldier and Neogenix For your comments, suggestions, info and expertise****\\\
What you'll need:
a: 3Dmax3 or 3_1 and all the ghoul-export,gprep and compile files that come with the SOFSDK
b: SOF
c: the 3Dmax-files from Raven
d: a good picture editor like Adobe ( I and Phantomas both use) or anything else you can work with like paint shop.
e: Chilli script and textporter for 3dmax3 http://www.chilliweb.co.uk/chilliskinner/(optional for this tutorial) http://www.cuneytozdas.com/software/max/texporter/ (a must)
Will start in 3Dmax3
Open 3dmax3 (assuming you have installed the SOF plugins and texporter mentioned on the
"import act" post on www.MODSonline.com SOF forums moderated by Phantomas)
With that said,
select "file/ xref_scene"
Find an object alredy existing in sofsdk/enemy/bolt .max files (ghoul max files), it should be both of the following 1) bolted to the same part you whish your object bolted to 2) close to the same position you wish your object to end up on the meso_menu1 model
Fot this tut I will be using acc_glasses, as I will be making somthing for the right eye
Make your object in my case I made an eye scope for the meso_menu1 model (dekker)
First I made a sphere sized to the glasses ( remember the acc_glasses are already sized and located in correct placment in relation to the abolt_head dummy so we should be close to start off with)
Then a tube sized to my liking
I then moved the tube over the sphere (so it fit around sphere)NOW selected the uvw map button located in the (modify tab)
NOW to apply UVW Coords to the sphere(This tutorial will have multiple texture files with a .ifl)
(Simply select the object and click uvw map button, just like before but now select the spherical radio button)
Now that we have our uvw coords set, lets get or .tga files. We will use the Textporter I use in the last tutorial.
Click the little hammer tab to the top right (utilitys tab) and then click more and a pop-up window appears, find textporter (duble-click it)
Now change settings of Image Size to 128x128 or "whatever floats your boat" (I recomend 32x32,64x64 or 128x128) Click on the "Pick Object"
Button and select our "tube" You will see a popup window simmiluar to this
save it by clicking on the little yellow disk, (selecting .tga as the file type to be saved) I will name mine redeye_ring.tga into my user/ghoul/pmodels/boltons folder.
Next....Do the same with your sphere, I saved mine as redeye_crosshair.tga to user/ghoul/pmodels/boltons folder.
Now I apply the tga's as follows....
Open Material editor (four color balls buton), select an material and open the map roll out at the bottom, check the diffuse color box and click on the "none" button next to it and the "material map browser" pops up... double click "bitmap" and browse to your user/ghoul/pmodels/boltons folder and load one of the .tga's
In fact I will load the other tga's to the next material(s) by repeating last step
In your fav paint program load in the .tga file from your 3dmax3/maps/yourprojectname and skin away and save
(you will notice that i have already skinned my tga's "done with deeppaint and photoshop" before loading back into map editor again) but you need not do this first it can wait tell later
Now to apply the texture to the sphere object ... select the texture "Material #1 with the redeye_crosshair.tga difuse map" and then select the object "sphere 1" and then click the assign material to selection button (little sphere pointing down to a box)
Now to apply the texture to the tube object ... select the texture "Material #2 with the redeye_ring.tga difuse map" and then select the object "tube 1" and then click the assign material to selection button (little sphere pointing down to a box again)
WOO HOO now lets render it :) buy pressing the "blue tea pot" (quick render button)
oops my eye is backwards arrgh ok so I'll fix it buy fipping the tga 180 degrees in photoshop :) and reloading into material editor, and reapply to sphere 1 and QUICK RENDER AGAIN
GREAT :) Now it is looking better
Now I added lighting, one omni light inside the sphere, one main light source and a fill light (you could also add animation if you like) BUT onLY after I have finnished the bolton and had it lined up nice and neat
I wont go into detail about it cause you will have to figure out the best lighting for you object anyway :)
Then I saved the two objects as a .max file in 3Dmax/scenes/seedyprojects and named it redeye.max
Now on to exporting .ghl
Once you have done all The uvw-mapping , skinning your .tga's, you are ready to export
(or if you are just checking for placement of bolton)
file/export, make sure you select .ghl as file export type
Browse to our user/ghoul/pmodels/boltons dir.
Name it the same as your .gbm file, for this tutorial I named it redeye.ghl :)
3dmax3 will ask if you want to export as multi frames, select "no" if your bolton is NOT animated, "yes" if it is (didn't go over animation in this tutorial as I do not know it yet ;( )
now in your boltons dir. should be an .ghl, and our two .tga's
Ghoul Files Setup
Before we can compile we need to edit an .gbm, an .gpm and an .ifl
We will start with the .ifl NOTE: .ifl file is really from 3dmax, but this works also (or rather it did 4 me:)
copy, rename (redeye.ifl) and open an .ifl (in wordpad or note pad) from the boltons dir.
mine looks like this
template.tga
change to
redeye_crosshairs.tga
redeye_ring.tga
save and close
Now to the .gpm
Open any .gpm you like from the user/ghoul/pmodels dir. with wordpad or notepad
(Pick one of a piticular model you are making the bolton for .. not all bolton's fit exactly the same on all models i.e. female is smaller than meso)
it should look something like this....
//This is my template for model like Dekker
enemy/meso //<---- model category .. ecto , meso , female
meso_menu1 //<---- model type .. meso_menu1.- 10, fem_menu1 & 2
meso_player //<---- male/female .. it would be fem_play if female
playerboss//<------list of addons at bottom i.e. mowhawk,leftbang etc....
"Template" //<---- Name the game looks for when looking for this gmp's teamicons
enemy/dth/rad //<---- path in .pak
""
{
a custom/template/a_template 0 //<--- Path of Arms .tga file
b custom/template/b_template 0 //<--- Path of Body,legs,feet .tga file
f custom/template/f_template 0 //<--- Path of Face .tga's(may have more than one)
h custom/template/h_template 0 //<--- Path of Head .tga
}
{
boltons/demonwings.gbm abolt_back to_abolt_back .6
boltons/menumpistol.gbm wbolt_hand_r to_wbolt_hand_r 1.0
boltons/acc_brian_grenade.gbm abolt_back to_abolt_back 1.0
boltons/horns.gbm abolt_head_t to_abolt_head_t .2662231
//<--- these are the lines the game reads to see if there are boltons //and where to put them (see below)
}
{
_lbang 0
_rbang 0
_ponytail 0
_mohawk 0
}
""
bolton command line breaks down like this
boltons/ <--- Path from the pmodels dir.
template.gbm <--- name of bolton in the boltons dir.
Abolt_head_t to_abolt_head_t <--- placement of the bolton i.e. head/hand/back
1.142285.... <---- size of bolton/also effects placement slightly
you will have to make your own line I suggest using the bolton line from the glasses
replacing "acc_glasses.gpm" with our new bolton name redeye.gpm
boltons/acc_glasses.gbm abolt_head_t to_abolt_head_t 1.142857142857
to
boltons/redeye.gbm abolt_head_t to_abolt_head_t 1.142857142857
Now save and lets move on to the .gbm
Copy and Rename (to our new bolton name) redeye .gbm you like from the user/ghoul/pmodels/boltons and open with wordpad or notepad
It should look something like this
enemy/bolt
template
template
template
""
""
""
template template 0
Now replace where it says template to your new bolton name
i.e.
pmodels/boltons //<-----make sure you change to the boltons dir
redeye
redeye
redeye
""
""
""
redeye redeye 0
ok Save and on we go too harder tasks
We now have these files in our user/ghoul/pmodels/boltons Dir.
redeye.gbm
redeye.ghl
redeye.ifl
redeye_crosshairs.tga
redeye_ring.tga
Compile .ghl to .ghb
You can do this one of two ways
!)take all above redeye files from your user/ghoul/pmodels/boltons folder and place on the gprep.exe and it compiles for you
Or Start up SOF
at the main Menu before you click on the multiplayer button
Bring up console and type in this command line
gserver autoprep 1
hit enter it says autoserver "on"
back to main menu and click multiplayer button BAM it compiles bolton for ya :)
Either way you will end up with a .ghb and .gin
place in your boltons dir. if they are not there already :)
note: you can delete the .ghl and .gin files now (but only after you are completely finished with bolton) :)
check in game to be sure bolton is satisfactory (I suggest checking the new model viewer by GT-73)
There ya go that is what I know so far hope you all can help to improve this and other tutorials
Team SeedyGraphix
xXseedybeeXx
www.planetsodieroffortune.com/seedygraphix
Some Pic of our hard work :)
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