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Fall0ut

New to modeling for games

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Well I'd say I'm a noob at this, I've only been modeling for like half a year.

I made this T80 tank right here with 3Dsmax7: http://www.deviantart.com/view/13383568/

I want to implement it into OFP, how would I do that?

help would be greatly appreciated! blues.gif

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not that this will be of much help but...

that-is-(***)ng-AWESOME!!! crazy_o.gif I can see good stuff happening with my Y2K3 folder... smile_o.gif

lol, thanks!

but hehe I think I'm missing something here, cause what do you mean by y2k3 folder? smile_o.gif

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Hmm model looks all glossy and nice but is it correctly modelled , i mean ive never seen a T-80 like that before , maybe its the angle of the pic taken but i have my doubts.

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First you need to convert it into p3d, add all necessary LODs, then write up a config, pbo it, then you can get it ingame.

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mods (modifications) get put in mod folders.

For example you want to seporate your sh*tload of WW2 stuff from the rest.

You make a modfolder (just like your RES folder, but named diffrently) , and dump all addons in there. and you can launch from there.

Y2K3 is the name of a mod that replaces all BIS units by community made ones. so you automaticly play all official missions with community addons.

In short: I want to replace the BIS T80 with yours tounge_o.gif

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great model&textures FallOut. meanwhile u forgot to mention the face count. if its over 8000 faces i think its useless... lowpoly&ofp are like twins u know...always together. but make a limit of 10.000 (thats aproximatly the mi26 i think), and consider that BIG.

so before u tell us that, i can advance what i know from my recent experience on importing 3ds models to o2.

-u must have 1namedselection for 1 individual material. so no submaterials ok?

-then rename all the textures to .tga format,24bit, and textures dimensions must be multiples of 8 . so for example u must have 512x512 , 512x256 , 128x128, etc. ofp dont like others then this...

-now if your o2 is properly installed by the rules, u can import the 3ds file that it will open perfectly. sometimes it happened to me that o2 crashes if the model is over 8000 faces. so i imported the model in 3 or 4 diferent parts. 1st the turret, then merge the weels ,then the body, etc...

-if u get this part with sucess, now u must have to start the nasty part...make a config file, make all needed named selections that ofp needs to know...

-now the pain in the ass part....u must have at least 2 other main lods with lets say... if lod nr1 is 8000polys, 2nd lod should be ~2000 and 3rd lod ~300. then u need a geo lod, a fire lod, a memory lod, a user lod and few others i cant remember...

i hope u dont feel bad right now with all this work to be done... i started this addon hobbie just like you are and you'r question of "how can i import my 3ds files to ofp and play with them?"

i presumed you'r armed with all the necessary ofp related tools, cause u gona need them. and when u can, unpbo any tank.pbo file u think is good (t80 from bis maybe)

i hope that i could help u a bit, and count with the comunity for some help.

if i sayed anything wrong forgive me, and someone correct me if needed. afterall i'm a noob to!! biggrin_o.gif

Good luck for your project and let us know the evolution of it!

Blackjack

EDIT: just saw your post on o2modelling...20.000 is way to much for ofp, so u gota cut that drasticly. 7000 would be good.

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OMG that is a nice looking tank! It looks like a ....model already (your pics,it looks like its a material thing rather than electronic format)

20,000 faces is much,especially considering you haven't done the interior and OFP required things yet (muzzle flash's etc...)

Being that many faces ,you might not be able to work well with it in O2 yet (people are encountering O2 crashes at 8000 faces).So you might have to shave faces within 3dsMax still.

Welcome to the forums and OFP and addons for OFP.

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thanks for the replies everyone biggrin_o.gif

blackjack[VS], that helped me understand the concept of importing and implementin, but it would really great if someone could write or post an url to a detailed tutorial.

Yeah, I know 20,000 polys is alot, even for games today.

I'm going to be making some low poly models for OFP later, but I just wanted to know how to implement the model

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thanks for the replies everyone biggrin_o.gif

blackjack[VS], that helped me understand the concept of importing and implementin, but it would really great if someone could write or post an url to a detailed tutorial.

Yeah, I know 20,000 polys is alot, even for games today.

I'm going to be making some low poly models for OFP later, but I just wanted to know how to implement the model

The worst part is that one has to go through O2 to use addon in OFP.

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thanks for the replies everyone biggrin_o.gif

blackjack[VS], that helped me understand the concept of importing and implementin, but it would really great if someone could write or post an url to a detailed tutorial.

Yeah, I know 20,000 polys is alot, even for games today.

I'm going to be making some low poly models for OFP later, but I just wanted to know how to implement the model

The worst part is that one has to go through O2 to use addon in OFP.

yeah sad_o.gif

so can someone give me a link or a detail explanation to how to import and implemet?

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Nice work on your T80. Don't forget to reduce your poly count to a resonable amount, and don't be afraid to try modelling different units such as buildings or aircraft for OFP.

High quality building addons and good aircraft addons are always are needed and welcomed for OFP.

Weapons and armored vehicles seem to be overpopulated with other people's work (example: m4a1's), it gets less noticed and the community will expect more function, quality in design, or realism out of it.

Just my analysis, hope it helps.

Good luck bro on your addon making goals, and don't forget to buy a truckload of patience drink because you're gonna need it with addon making.

Later,

Havoc.

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Nice work on your T80. Don't forget to reduce your poly count to a resonable amount, and don't be afraid to try modelling different units such as buildings or aircraft for OFP.

High quality building addons and good aircraft addons are always are needed and welcomed for OFP.

Weapons and armored vehicles seem to be overpopulated with other people's work (example: m4a1's), it gets less noticed and the community will expect more function, quality in design, or realism out of it.

Just my analysis, hope it helps.

Good luck bro on your addon making goals, and don't forget to buy a truckload of patience drink because you're gonna need it with addon making.

Later,

Havoc.

Thanks biggrin_o.gif

Yeah, I'll need patience for the addon making, I know that, just like I needed patience for learning 3dsmax and modelling in it

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mods (modifications) get put in mod folders.

For example you want to seporate your sh*tload of WW2 stuff from the rest.

You make a modfolder (just like your RES folder, but named diffrently) , and dump all addons in there. and you can launch from there.

Y2K3 is the name of a mod that replaces all BIS units by community made ones. so you automaticly play all official missions with community addons.

In short: I want to replace the BIS T80 with yours tounge_o.gif

ahhh thanks man tounge_o.gif

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Just so you know, shave the faces off in 3ds Max first, as O2 has been known to crash on high-poly models. Get it below 10,000 in 3DS, then import it. No point in trying to import it and wondering what is wrong when the problem is poly count!

On another note, the thing looks amazing! Can't wait till you get it ingame biggrin_o.gif.

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Hooahman is right, if the polycount is too big O2 crashes. I don't really know the exact limit, but keep it under 10000.

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Guest

It's going to be easier for you see your model in OFP if it doesn't crash wink_o.gif So get that poly count down I'm afraid. Save off the nice high poly version and work on a smaller version....this is your introduction to making models for game (well you asked)!

I've imported a 35,000 face model into O2 successfully. Once. Took about 30 mins to "Squarize". Not recommended! crazy_o.gif

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thanks for the links and tips everyone biggrin_o.gif

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To import into 02

Theoratically:-

1. save as 3ds

2. open 02

3. click on import in the menu bar under open button.

4. reduce the size to ofp size - 1 box = 1 m

Practical:-

to use textures from 3dmax to 02:-

1. Use only 64X64pixels, 128X128 or 256x256 jpeg pics in 3dmax - planer style

2. Break up your model into parts eg - hull, turret, cannon,etc and apply the textures

3. save those parts as 3ds

4. import into 02, re-apply the tex planer style, combine all parts then resize.

Reason:-

1. 3ds has no textures co-ord when exported out of 3dmax

2. 3ds tends to optimise and miss out faces when exported

3. Smaller parts would be easier to handle

4. It would be better to model in 02. save time and effort. instant results can be viewed in bulldozer.

5. ALWAYS use a detailed pic with shadows to map instead of trying to model every nut and bolt onto an 02 model, or your model will crash ofp!

Hope it helps. All the best

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