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DunnoDunKe

New Sci-Fi Mod

What Makes You Guys Like This Mod????  

48 members have voted

  1. 1. What Makes You Guys Like This Mod????

    • Futuristic Soldiers And Tanks
      23
    • Mech Units (still unavailable yet though)
      12
    • It's a Sci-Fi, that is all the matter
      5
    • It's just another mod, so why don't we play it..
      3
    • I dont give a damn about this Mod (lol)
      6


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Hi Guys, Currently I'm working on my own sci-fi mod..(name has yet not given)..but i need a little help, is there anybody out there who can really help me get the english tutorial to setup SandroDeParma's RTM Utility V 0.94 http://ofp.gamepark.cz/index.php?showthis=8915...

btw..this mod is about a distant future, where humans have left the earth as it is no longer inhabitable..however, when an alien object landed on earth, the two power of the time, the Republican and The Terran, came back to earth to claim the Alien..so that's a little story about project..

what i'm trying to make is total futuristic, but so far, i'm sorry coz i can't give much screenshots, just some pics on the Republican Army

36384663.th.jpg64867138.th.jpg38542293.th.jpg77527998.th.jpg

I'm not very good with textures, so if someone would like to help, i'd appreciate, but so far, i've been working on them alone...

and i really need to know how to set up the plugin for the rtm utilty, coz making anim for the women assasin is a pain in the ass using OFP anim, it's a good tool, but really required a lot of patients...and observation skills to produce a good anim

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"Tutorial to rtm utility

ver. 0.9.4

as scripts, and this document under development

What is it and where

* After a long and painstaking hours of work with OFPAnim I understood - everything is very bad. A wonderful program (and after the export of this utility would be a good idea to skip rtm is through her), but to make a realistic skeletal animation is very difficult. The lack of constraints on the axis of rotation, switch the local / global transformations and the possibility of editing motions using curves in 3ds max-e made it impossible to implement some of the challenges ... etc. :-) I hope you will know what

* The idea of creating a script for 3ds max occurred after the plugin to Maya, written teaCup.

But, because I could not want to learn to work in this program and are not able to program in max, then lost the desire to deal with animations for OFP.

I switched on the AvP and soon tired of the rigid linearity (class!) Plot and the limited space, but I thought: why not make the predators and strangers in FleshPointe? I started to do again and found that predator growth in more than 2 meters, and the application of the standard animations severely distorted model, but outsiders do not put in the human situation ...

We had to learn MAXScript and make this tool:)

It has been 3 months and - here it is

Requirements

* The installed program 3ds max (version 5 and above)

* Prepared to work with file units.

Spread the unit in your 3ds max 6 ( "Soldier.zip")

Installing and Running

* Copy the two files "rtmImport.ms" and "rtmExport.ms" in the startup scripts folder of your 3ds max - they start automatically when you start the program

* Or: run 3ds max and in the tab "Utilites" command panel ( "Command panel") and press the button "Open script".

In the script window open click "File -> Evaluate All Ctr + E". And you can close the window if you are not going there to change anything.

So do the two files.

* In the drop-down list "Utilites" items should appear "RTM utility export" and "RTM utility import"

Imports

* Open or create a file with the units, which must be loyal to the names of body parts (see the preparation of the file)

* Push the first button to open the utility "File ..." and find us interesting rtm file. After a successful selection list "Selections in file" should be filled by names selekshenov (part model)

* A list will appear with statistics on the number selekshenov and staff

* In "Total move" fields are filled in the general movement of the center unit. That is, the initial position of the center (or rather the point of legs) is usually [0,0,0] and of course - that stated in these fields. You can remove a tick "apply total move", to that point remains in place while creating the animation keys in 3ds max. If the unit running, without ticking that he will move his feet on the ground

* Pressing the button "Make keys" will attempt to create the keys in the animation scene in the range of 0-100 frames

* In the list of "Key times" just the time the keys - can be useful in future

Export

* The scene should be already animated. All items must be meaningful names, which are defined in the configuration of your OFP or addon

* At the opening of the export utility, the script will try to find all the objects in the scene and fill out the list of "Body parts (selections)"

* Click the button "Remove from list", you can remove those items from the list, the position where you do not want to export

* The button "Find" to re-find all objects in the scene when the list was inadvertently erased by the appropriate

* When you double click on a name from the list, highlight the object in the scene and briefly activated the button "Assign as center for TM" (to designate the center of the model to calculate the total displacement). Push this button to define the center of the model

* List of "Keys" displays designated keys animation and their time in the format frame number in the scene (in the range 0-1). Push the button "Add" to add a new key in the bottom of the list or "Ins" to paste the new key after the selected. "Del" removes the selected key. Attention! There may be problems

* When you double click on the item list, the time slider (time slider) is moved to the appropriate frame

* You must enter at least 3 key to activate the button "@ (keys> = 3) and turning it into a" Make rtm "(create a rtm)

The creation of the unit to work with rtm

The approach to this case could be very different. Maybe you know the other. I do so.

First, in the O2 store unit into a separate file, because We'll deal with it in pieces. Remove all lody, leaving only a digital one, with whom we work. From the list selekshenov also remove unnecessary items are those that are not active in the animation. For the average soldier to be only 25 selekshenov: "pchodidlo", "lchodidlo", "pprsty", "lprsty", "lholen", "pholen", "pstehno", "lstehno", "pzadek", "lzadek", "bricho "," zebra "," hrudnik "," krk "," prameno "," lrameno "," hlava "," pbiceps "," lbiceps "," ploket "," lloket "," roura "," zbran ", "pruka", "lruka". This is basic, which are used in all animation OFP. But in some, especially in animation Rezistensa, they may be much greater. There could be a long stay in the details, but let them talk about selekshenah specialists.

Click on the name selekshena, copy (Ctrl + C) that highlighted in red on yunite (not cut and copy!). Create a new digital Lod and call it for convenience, "0.001". This insert (Ctrl + V) that copied earlier. Back in the "main" Lod, and so each copy in a separate seleshen Lod. That is, should get only 26 lodov. Now you can remove the chief. Drives this file through P2MS.exe, - it will create many files, but it was lodov. Furthermore, these files are drives through another genius program unwrap.exe or unwrap3d.exe, we need to get 25 files, 3DS format.

We import these files into 3ds max. Here you need to collect every piece of one, because they can be imported composite objects (you can unwrap the conversion through to remove material, but do not have to combine seleksheny). In the max-e call these parts of the body (seleksheny) relevant names.

To import animation enough.

Why such a long way? When applied to the animation of objects, using the center of the transformation (in the max-e, it is called the "pivot"). And in all parts of the unit, this point is in one place, somewhere in the abdomen. If you create a unit in the max-e, the transformation of these centers will be in different places, and the import will fail. You can try to install the pivot-s in one place, but just do not go. This is easier to import objects from O2.

Only for export:

to use skeletal animation, simply create a skeleton or a biped character studio, place it inside the unit and connect each selekshen with the corresponding part of the skeleton."

Here you go, next time you need translation you can just go to google translator.

STGN

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thnx a lot dude, but there's one thing, the "soldier.zip", does it come along with the RTM utilty?

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this has just become my favorite sci fi mod. besides all the wanzers of course.

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Looking good! And your textures are not bad anyway, when looking at the two characters! Curious, what kind of aircrafts will appear.

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Hello Dunnodunke,

This should be of some use.

Soldier with Biped

Just remember,it's based on the original BIS soldier model.

Although it'll get you started,you might want to create reference

models of your own.If only to give you a more accurate end result.

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tnhx guys, i never thought i'd have this many feedbacks, and sorry if i answer too late for any of your guys comments coz i seldomly online, well it's not like i seldomly online in fact, i can't always online...

And macser, thnx for your link about the soldier with biped, but for now, i will only focus on the modeling first coz i'll be using the wh40k guardsmen animation for the time being...

about the aircrafts, i've already draw the concepts, just waiting time to get modelled...

Edited by DunnoDunKe

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I'm sure he means the animations contained in the

anim.pbo from the mod.It wouldn't make much sense

otherwise.

:)

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This looks AMAZING. Any idea as to when there's going to be a beta release?

And just a small suggestion:

I've noticed that you've supplied headlights to the tank that look like they generate white light. Considering today's technology, I feel as though it's highly doubtful that in the far future the military will be relying on just this level of technology, as they're already using infrared lightsources to light up the battlefield for night vision devices and yet won't give one's position away to those who aren't equipped with NVGs themselves. Is it possible to alter the color the headlight so that it looks like it emits an (invisible) alternate light? Please note that I'm not advocating removing white lights altogether as there might yet be a reason to keep them around in the distant future (perhaps to better read propagandist-graffitti painted on a wall?).

The powersuit's detail is admirable. I can't wait to try these units out!

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What macser said is exactly right, i'm going to ask the WH40K team for permission to PBO their anim on seperate pbo....there are reasons why i use their anims, one of them is because when i use default BIS animation, or other anims that are based on BIS, the shoulder armor plate model will be 'disorganized'...i hope what i'm trying to say is delivered..

and for Public Beta, Maybe less than a week i can release them, coz i've been remodeling the stormtrooper as the old one contains more than 4500 poly...it's already done and it only has less than 3500 poly..the texture also have been reworked already...

and then, bout the tank headlight, well i watched the transformers 2 movie, there was a scene when major lennox and his team were cutout of contact from their base due to starscream EMP burst, so i've been thinking that maybe in the future, the war machine will be designed with dual system, one with highly tech electronics, and the other one, the primitive system..

---------- Post added at 02:23 PM ---------- Previous post was at 12:59 PM ----------

Guys, Some new screens..

The Terran Infantry in Progress

82899002.th.jpg

Updated Republican Trooper

74804434.th.jpg

Republican Fighters in progress

30402902.th.jpg

Republican Special Force Carrier

41564734.th.jpg

and BronzeEagle Check Ur Mail

Edited by DunnoDunKe

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id rather just get the mod when everyone else gets it. but as a mission editor, i can think up a few ideas id like to do for this mod.

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lol, come on dude, tell me dude what there is less or more compared to the old one..thts the point here:)

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Em? sorry dude, i don't quite get the message?, but your ideas is always welcomed

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hmm, There's a little more thing i'd like to ask, is it something wrong with my PBODecryptor or MR. Duck himself make that the Terr_vehicle.pbo cannot be "UnPboEd" coz, when i triedto Depbo it, there's nothing come out, only the folder name when i used PBOPatcher and Amalfi's PBOdecryptor...i need to know about this, coz for the Terran Force, I'll be using some of his Terran Corps units....

Edited by DunnoDunKe

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hmm, There's a little more thing i'd like to ask, is it something wrong with my PBODecryptor or MR. Duck himself make that the Terr_vehicle.pbo cannot be "UnPboEd" coz, when i triedto Depbo it, there's nothing come out, only the folder name when i used PBOPatcher and Amalfi's PBOdecryptor...i need to know about this, coz for the Terran Force, I'll be using some of his Terran Corps units....

Try this: http://www.armaholic.com/page.php?id=411

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thnx mr. duck, i'll try the tools when i get back....

---------- Post added at 09:46 AM ---------- Previous post was at 08:19 AM ----------

Troopers in Upcoming Beta

shot3e.jpg

shot2d.jpg

shot1l.jpg

shot4.jpg

Edited by DunnoDunKe

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