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Oberon3d

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Posts posted by Oberon3d


  1. How can I make the config for a turreted 4 wheeled vehicle?

    I would like at least how to start. I´m quite happy with the model but I don´t know where to start in the config.

    Cheers smile.gif

    By the way...to make new soldier units do you just change the already done models or can you add geometry?.

    How do you make the config for them too?.

    I´ma box full of questions... smile.gif


  2. How can I make the config for a turreted 4 wheeled vehicle?

    I would like at least how to start. I´m quite happy with the model but I don´t know where to start in the config.

    Cheers smile.gif

    By the way...to make new soldier units do you just change the already done models or can you add geometry?.

    How do you make the config for them too?.

    I´ma box full of questions... smile.gif


  3. Ok. Thanks for your coments but I have no alpha.I must be making a stupid mistake somewhere....

    I'm going to explain my process so anyone can tell me where I'm making the mistake:

    -First I make the model in Max....

    -I make the texture (no alpha so far) as TGA in Photoshop.

    ......hmmm first question...any bit depth?..24, 32..?

    -Then I make the UVW mapping and collapse the model into editable mesh.

    -Something I haven't done (I'm going to try tonight as I'm working right now) is calling the MAx texture the same way as the TGA.

    -OK, then I export the model as 3Ds keeping the Max mapping coordinates.

    -I import it in O2...

    -Here comes my mess....I must confess my crime...I haven't managed to make bulldozer work so I can't see if the textures are applyed... As all the model is textured in Max I didn't thought about messing with Bulldozer to make it work.... sad.gif

    -I set the texture for the polys in the poly properties.

    -I change the TGA as PAC or PAA with Textureviewer (or something like this).

    -I save the model as P3D...compress as PBO and......WTF ;P

    Cheers and Thanks for you help smile.gif


  4. Ok. Thanks for your coments but I have no alpha.I must be making a stupid mistake somewhere....

    I'm going to explain my process so anyone can tell me where I'm making the mistake:

    -First I make the model in Max....

    -I make the texture (no alpha so far) as TGA in Photoshop.

    ......hmmm first question...any bit depth?..24, 32..?

    -Then I make the UVW mapping and collapse the model into editable mesh.

    -Something I haven't done (I'm going to try tonight as I'm working right now) is calling the MAx texture the same way as the TGA.

    -OK, then I export the model as 3Ds keeping the Max mapping coordinates.

    -I import it in O2...

    -Here comes my mess....I must confess my crime...I haven't managed to make bulldozer work so I can't see if the textures are applyed... As all the model is textured in Max I didn't thought about messing with Bulldozer to make it work.... sad.gif

    -I set the texture for the polys in the poly properties.

    -I change the TGA as PAC or PAA with Textureviewer (or something like this).

    -I save the model as P3D...compress as PBO and......WTF ;P

    Cheers and Thanks for you help smile.gif


  5. Hi.

    I have exported my model to Flashpoint for the very first time.

    It apears completely flat coloured.

    I have unwrapped and textured it in Max.

    How can I make the P3d model to understand that mapping?.

    Does the material has to be named the same way as the texture?....That's what I'm gonna try next but....I run out of ideas

    Cheers smile.gif


  6. Hi.

    I have exported my model to Flashpoint for the very first time.

    It apears completely flat coloured.

    I have unwrapped and textured it in Max.

    How can I make the P3d model to understand that mapping?.

    Does the material has to be named the same way as the texture?....That's what I'm gonna try next but....I run out of ideas

    Cheers smile.gif

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