How do you get rigs from popular games like TF2 and WoW into an animation program?
I feel pretty silly asking this, but I've seen a couple of really well done fan videos that obviously used rigs from different games in an animation program of some kind. I'm an animator who uses Maya (and After Effects) and I'd love to do something along those lines but I don't know how to import the characters.
__________________________
market samurai ~ marketsamurai ~ marketsamurai.com|||deloresi
Monday, April 23, 2012
smoothing groups
I'm trying to make a cybran unit, which has lots of sharp edges. For testing purposes I have exported it into FA with all smoothing groups cleared, but it is rendered with all of the polys smoothed. I doubt I have enough smoothing groupps available to give each quad its own group, so what do you suggest to keep the game from smoothing the polys?|||You will need to create a non-smoothed normal for your unit. In FA your scm's will get smoothed unless you harden them with a normal map.|||good to know. You'll see a finished unit soon.
Confusion about Textures.
Hello guys, I have read THIS thread, but I find some difficulties understanding what i HAVE to do, to create the three texture maps, i have experience in modeling and texturing, and I'm modeling/texturing units for several mods but not for Supreme Commander, in most of the games I've put models into only a normal ("Diffuse Color") map was required !
So if someone can explain to me what exactly it is needed (and not what are these maps) then i would be really pleased
|||First I suggest you read the RULES to found out why exactly I've split off your post, once you've got it figured out please don't do it again.
I'm not entirely sure what there is to not understand, theres 3 textures, Albedo, Specteam and NormalTS. The SC1/FA Texturing Guide is pretty clear on what each one does;
Maybe you can be a bit more clear on what your not understanding? Also have you looked at some of the stock textures to try and understand them?
Mike|||I have seen stock textures, and i understood them, but I've seen only Albedo...
Now what i can is:
For a Cybran unit lets say, do i NEED to create the other two texture maps, or it is not needed ?
And if it is needed, WHAT should be in this map ?
"yellow = (red + green) shiny and reflective, good for metal" adding red TO WHAT ?
how is this map applied and where ?
is it applied behind the normal map ? is it applied above the normal map ?|||taramas|||Hey there! The other textures besides the albedo (meaning the diffuse) are not too hard to understand really, when you take just one thing at a time. You have read the guide carefully? Good.
Hopefully you understand the concept of using color as just a value information. The SpecTeam is just a map of values that are stored as colors. Scan the map with the color picker tool and look at the RGB value, or better yet split the image into R/G/B images. You should notice how the red, green and blue are just a combination of greyscale values that tell the game how a spot on the texture should use reflective, specular or self illuminating effects! And all this info is available on the texture guide.
The normal map is just a tangent space normal split into two greyscale channels, and is completely independend of the other two maps.|||Finally i got my hands on a SpecTeam map..... yeah i got what i needed, and it was just as i expected it is the diffuse map painted all over with a specific color....
That's what i was asking.....
I don't know if you didn't got it until now, but i was asking if i have to paint the diffuse (normal map) with a specific color to create the SpecTeam map, or i had to create a complete new one !
So if someone can explain to me what exactly it is needed (and not what are these maps) then i would be really pleased

I'm not entirely sure what there is to not understand, theres 3 textures, Albedo, Specteam and NormalTS. The SC1/FA Texturing Guide is pretty clear on what each one does;
Maybe you can be a bit more clear on what your not understanding? Also have you looked at some of the stock textures to try and understand them?
Mike|||I have seen stock textures, and i understood them, but I've seen only Albedo...
Now what i can is:
For a Cybran unit lets say, do i NEED to create the other two texture maps, or it is not needed ?
And if it is needed, WHAT should be in this map ?
"yellow = (red + green) shiny and reflective, good for metal" adding red TO WHAT ?
how is this map applied and where ?
is it applied behind the normal map ? is it applied above the normal map ?|||taramas|||Hey there! The other textures besides the albedo (meaning the diffuse) are not too hard to understand really, when you take just one thing at a time. You have read the guide carefully? Good.
Hopefully you understand the concept of using color as just a value information. The SpecTeam is just a map of values that are stored as colors. Scan the map with the color picker tool and look at the RGB value, or better yet split the image into R/G/B images. You should notice how the red, green and blue are just a combination of greyscale values that tell the game how a spot on the texture should use reflective, specular or self illuminating effects! And all this info is available on the texture guide.
The normal map is just a tangent space normal split into two greyscale channels, and is completely independend of the other two maps.|||Finally i got my hands on a SpecTeam map..... yeah i got what i needed, and it was just as i expected it is the diffuse map painted all over with a specific color....
That's what i was asking.....
I don't know if you didn't got it until now, but i was asking if i have to paint the diffuse (normal map) with a specific color to create the SpecTeam map, or i had to create a complete new one !
[SC2] Modder seeking artist
Hello everyone, i'm looking for a decent modeler/texturer/UV mapper(basically as many people as i need to get new models and animations completely in game) to work with me in creating new units for Supreme Commander 2: The Experimentals (the mod i am working on). I hope to make several new units from regular-size army units all the way up to powerful new experimentals for each faction. If you are interested, please post here.|||give me some finished UV maps and i'll spill some paint on them|||Moving this to the Modeling forum.
Mike|||Well, that gives me a texturerer, and a modeller, now i need a rigger, animator, and a UV-mapper, preferably at least one of which with the ability to pull stuff into 3ds max and actually export stuff!|||RCIX|||I also posted to the Steam forums, and a guy named trojanrabbit.gg has agreed to do modeling for me (i think).|||RCIX|||Odd, the forums here say "No Messages" and the steam forums dont' show any new ones either...
|||RCIX|||Ok guys looks like I've got my "crew":
alrich6 (from steam) for modeling, rigging, and UV mapping
pHo3n1x (from here) for texturing
So we'll need to decide on a communication form, I'm happy with either PMs here/at steam, or email. Depends on who has what accounts where.|||I can lend a hand in modeling/texturing :)
Mike|||Well, that gives me a texturerer, and a modeller, now i need a rigger, animator, and a UV-mapper, preferably at least one of which with the ability to pull stuff into 3ds max and actually export stuff!|||RCIX|||I also posted to the Steam forums, and a guy named trojanrabbit.gg has agreed to do modeling for me (i think).|||RCIX|||Odd, the forums here say "No Messages" and the steam forums dont' show any new ones either...

alrich6 (from steam) for modeling, rigging, and UV mapping
pHo3n1x (from here) for texturing
So we'll need to decide on a communication form, I'm happy with either PMs here/at steam, or email. Depends on who has what accounts where.|||I can lend a hand in modeling/texturing :)
[resolved]green custom units in Win7?
I'm getting an odd error with some of my units not displaying their textures correctly (they just come up green) - I think it has to do with using UEF shaders (I didn't get around to changing that in the .bp) and the way I'm saving my textures.
Anyone else encounter this?|||I don't see how not changing the shaders would make your textures not show, as long as you still have some shaders assigned to it. What about the format, did you save them in some special way, any special parameters? As far as I remember, they should work allright with just the default settings in the nvidia plugin.|||The thing is, is that some units are working and some are not; I never had this problem in XP, as far as I can remember.|||Ok, I found the problem; I just had a specteam file of the wrong .dds format
Anyone else encounter this?|||I don't see how not changing the shaders would make your textures not show, as long as you still have some shaders assigned to it. What about the format, did you save them in some special way, any special parameters? As far as I remember, they should work allright with just the default settings in the nvidia plugin.|||The thing is, is that some units are working and some are not; I never had this problem in XP, as far as I can remember.|||Ok, I found the problem; I just had a specteam file of the wrong .dds format
[REQ] Superman UEF ACU...
..No really, I am imagining a Red Cape and the trademark "S" on his Torso.
Anyone willing to do a quick edit?
Or can point me to an already made model?
If it isn't too much work that is.
I'd possibly be able to do the "S" editing the texture, though the cape I guess will be tougher, for it not clipping and animating well.
It's mostly for a good laugh, though I'd love to do some semi serious stunt making that unit "Fly".|||What I know about modeling is that it would be impossible to make the cape flap because supcom only supports the animation of rigid parts, not individual vertices. The superman logo you could do yourself pretty easily though|||Well the cape thing naturally depends on which supcom are we talking about 1 or 2?|||interesting, ah well too late for aprils fools anyway.
weird I missed the replys in this thread until now.
It'd be for FA.
Anyone willing to do a quick edit?
Or can point me to an already made model?
If it isn't too much work that is.
I'd possibly be able to do the "S" editing the texture, though the cape I guess will be tougher, for it not clipping and animating well.
It's mostly for a good laugh, though I'd love to do some semi serious stunt making that unit "Fly".|||What I know about modeling is that it would be impossible to make the cape flap because supcom only supports the animation of rigid parts, not individual vertices. The superman logo you could do yourself pretty easily though|||Well the cape thing naturally depends on which supcom are we talking about 1 or 2?|||interesting, ah well too late for aprils fools anyway.
weird I missed the replys in this thread until now.
It'd be for FA.
???about the 3d models in supreme commander fa
how many polygons can i use for the 3d models in supreme commander whats the max and the norm thanks|||AFAIK there aren't really any set numbers, generally the experimentals can go up to 8000 triangles.
A more important thing to keep an eye on is the number of bones/objects a model has, as the more it has the more processing power it needs and with FA its easy to imagine getting hundreds on screen at once, there IS a hard limit of 40 Bones/Objects thought.
Mike|||thanks im new too blender and 3ds max 2010 but i got nothing but time and very board so i guess ill make models with less then 40 bones thanks
A more important thing to keep an eye on is the number of bones/objects a model has, as the more it has the more processing power it needs and with FA its easy to imagine getting hundreds on screen at once, there IS a hard limit of 40 Bones/Objects thought.
Mike|||thanks im new too blender and 3ds max 2010 but i got nothing but time and very board so i guess ill make models with less then 40 bones thanks
learn advanced computer animation?
What is the best way for me to learn advanced computer animation? I'm an accomplished commercial artist that has won many awards, et cetera for my work with magazines and newspapers. I have over 10 years experience and have been recognized by SND and the NNA.
___________________________
market samurai ~ marketsamurai ~ marketsamurai.com|||First off the Modeling, Texturing and Animation forum is prolly a better place to ask an animation based question, so I've moved it.
Second, here is a great and usually free way to learn just about anything, but for this case;
1] Go to http://www.google.com
2] Enter "Animation Tutorial for ___________" with the blank being for you 3D app of choice.
3] ????????????
4] Profit.
As a 10 year Vet I'd figured you'd know something like this.
Mike|||1. work
2. product
3. ??
4. profit
A classic workflow. ^_^|||rukasom|||I wonder what awards are given out to modellers?|||BulletMagnet|||
bulls--t award.
___________________________
market samurai ~ marketsamurai ~ marketsamurai.com|||First off the Modeling, Texturing and Animation forum is prolly a better place to ask an animation based question, so I've moved it.
Second, here is a great and usually free way to learn just about anything, but for this case;
1] Go to http://www.google.com
2] Enter "Animation Tutorial for ___________" with the blank being for you 3D app of choice.
3] ????????????
4] Profit.
As a 10 year Vet I'd figured you'd know something like this.
Mike|||1. work
2. product
3. ??
4. profit
A classic workflow. ^_^|||rukasom|||I wonder what awards are given out to modellers?|||BulletMagnet|||

Blender vs 3ds Max (problem)
Hi... we have little problem..
How i exporting scm and sca model, my friend can't open this in 3ds max... someone can help?
How export blender model, animations, UVmap and bones to 3ds max?|||Well, as far as I know there isn't any kind of export option for directly postign from Blender to and from Max. but neither are programs I use that often so I could be wrong.
EDIT: Also, why bother switching between the 2? Both have capable exporters for FA.
Mike|||I'm not sure there's a format that will transfer the animations, but try exporting to LWO or OBJ formats from Blender.
Does your friend with Max have the scm importer?
How i exporting scm and sca model, my friend can't open this in 3ds max... someone can help?
How export blender model, animations, UVmap and bones to 3ds max?|||Well, as far as I know there isn't any kind of export option for directly postign from Blender to and from Max. but neither are programs I use that often so I could be wrong.
EDIT: Also, why bother switching between the 2? Both have capable exporters for FA.
Mike|||I'm not sure there's a format that will transfer the animations, but try exporting to LWO or OBJ formats from Blender.
Does your friend with Max have the scm importer?
Model Importer
I looked around on here and couldn't find anything. I want to import the UEF light assault bot into 3dsmax. Is there a program for this?|||we use a script, not a regular importer.|||Could I have a link?|||the link is in the SC1/FA useful information sticky.|||I've already looked there, and I went and looked again.
They had exporters that convert a 3DS file into a format usable by the game, but I want to reverse that and take a file used by the game and turn it into a 3DS file.|||That script can import and export. Try it.|||Oh, ok, thanks alot.
They had exporters that convert a 3DS file into a format usable by the game, but I want to reverse that and take a file used by the game and turn it into a 3DS file.|||That script can import and export. Try it.|||Oh, ok, thanks alot.
Convert File?
Ok, Here is my Problem. A Friend gave me a Model that he would like to see Ingame, But the file he gave to me is in the Wrong Format (.obj), and I need it in (.scm) format. Can anyone help me?
Model was made in 3DS Max, which I cannot download since my net is too crappy. Can anyone please convert the Model for me?
Heres the File: http://www.mediafire.com/file/n2zfo4yzmwe/FireAnt.zip|||I am completely new to modeling and haven't had time to watch basic tutorials yet, but when i opened the object it gave me a warning of 92 non planar polygons, doesn't that mean that the polygons are bent? And isn't that a bad thing?|||Peacebreaker|||Well polygons can consist of more than 3 corner vertices, and when that model is converted to something that doesn't really support multi-triangle faces (.scms for example), they will be broken down to triangles according to the face triangulation (they all still consist of sub-triangles after all). So non planar faces should be no problem.|||Kirvesnaama|||brandon007
Model was made in 3DS Max, which I cannot download since my net is too crappy. Can anyone please convert the Model for me?
Heres the File: http://www.mediafire.com/file/n2zfo4yzmwe/FireAnt.zip|||I am completely new to modeling and haven't had time to watch basic tutorials yet, but when i opened the object it gave me a warning of 92 non planar polygons, doesn't that mean that the polygons are bent? And isn't that a bad thing?|||Peacebreaker|||Well polygons can consist of more than 3 corner vertices, and when that model is converted to something that doesn't really support multi-triangle faces (.scms for example), they will be broken down to triangles according to the face triangulation (they all still consist of sub-triangles after all). So non planar faces should be no problem.|||Kirvesnaama|||brandon007
Need Help with a Model
Hello everyone. I had gotten my first request for a Unit. The person who wanted me to make a Unit from a Model they gave me, But they sent the Model to me in the wrong Format, and it has no 'Bones' in it.
The Original file is in .obj and made in 3D Studio Max.
I would like the File/Model converted to FA Format (For Models), and bones inserted into the Model, so I can assign weapons, and such.
http://www.mediafire.com/file/020ozmz2kny/FireAnt.zip
I tried to do it myself, But my laptop wont run 3D Studio Max.
The Original file is in .obj and made in 3D Studio Max.
I would like the File/Model converted to FA Format (For Models), and bones inserted into the Model, so I can assign weapons, and such.
http://www.mediafire.com/file/020ozmz2kny/FireAnt.zip
I tried to do it myself, But my laptop wont run 3D Studio Max.
Lookin for a SC2 Importer/Exporter for 3Ds Max 9
As the title says, Im looking for a Exporter/Importer for supCom 2 Units, for the Program 3dS Max (3D Studio Max). I have the one for Sc1/FA, But thats insufficiant for what I need.
Anyone know where I can find one?|||There was a thread on here where Robotronic was working on one, but I'm not sure if he released it.
Anyone know where I can find one?|||There was a thread on here where Robotronic was working on one, but I'm not sure if he released it.
[FA] tangent space normal maps
just figured this out today...
http://www.filefront.com/9637416/DDS-Plugin-for-Photoshop/
No idea if anyone else knows about this..
however this pluggin is for photoshop and it creates .dds files..
but also it has a filter to create tangent space normal maps..
not the grey scale ones... but the purpley blue ones..
install the pluggin then
create your unit textures and texture your uv mapped unit..
open the .dds texture in photoshop then click filters, nvidia tool, normalmapfilter
choose the appropriate settings to create the tangent space normal map. :)
hope someone finds this usefull|||If that's the nVidia plugin, it is indeed very useful. But not for making TSnormal maps for FA. Because FA doesn't use that standard "pearly blue" kind. It uses a reduced set of data utilizing color for one direction and alpha for the other instead of 3 color channels for 3 different directions.
But thanks for the link. It isn't all that obvious or easy to get Photoshop to export DDS files.
http://www.filefront.com/9637416/DDS-Plugin-for-Photoshop/
No idea if anyone else knows about this..
however this pluggin is for photoshop and it creates .dds files..
but also it has a filter to create tangent space normal maps..
not the grey scale ones... but the purpley blue ones..
install the pluggin then
create your unit textures and texture your uv mapped unit..
open the .dds texture in photoshop then click filters, nvidia tool, normalmapfilter
choose the appropriate settings to create the tangent space normal map. :)
hope someone finds this usefull|||If that's the nVidia plugin, it is indeed very useful. But not for making TSnormal maps for FA. Because FA doesn't use that standard "pearly blue" kind. It uses a reduced set of data utilizing color for one direction and alpha for the other instead of 3 color channels for 3 different directions.
But thanks for the link. It isn't all that obvious or easy to get Photoshop to export DDS files.
Introduce myself
Hello!
I thought I'd introduce myself since I hope to get stuck into the modeling forum in the coming months and make some units myself. I've actually been on the forums for years but never really posted that much, I'm more of a stalker lurker, but I'm now trying to get into modeling so I should be more active.
Why the sudden drive to get into making units? Well I finished my computer science degree last year and want to get into the games development industry, but while I can program, I've always liked the art side of things more. My dream would be to work for a company like Valve or GPG. Speaking of valve, I have some experience of worldcraft/hammer editing, but being able to make models would also enhance that as I can make my own props.
How far have I got into modeling? Not very far at all to be honest. I have some basic experience with XSI mod tool and now I'm learning to use Blender since I notice blender popping up an awful lot on these forums. I just bought the book "Blender for Dummies" and I getting stuck into learning it.
Anyway I just thought I would introduce myself, I'll let you know how I'm getting along and if I need help I'll be sure to ask for it here
. Hopefully I'll end up being a decent modeler and can help out with community unit packs and so on.
Thanks,
/Sam|||Welcome Sam!
Feel free to ask questions about Blender in the Blender Discussion topic, most of the Blender modelers scan it once in a while so you are likely to get a decent answer there. Blender isn't a games industry standard program, but it does work like its expensive rivals, so it's a good starting point.
If you have used Blender before you may find the upcoming 2.5 update a bit confusing, as will most of us Blender users. They're changing so much in the user interface it'll look like a different program. Have a read if you haven't already:
http://www.blender.org/development/rele ... ender-250/
Have fun and enjoy modeling!|||Thanks Pureon, I'll be sure to check out that thread. The book I have is written with 2.48 in mind so it looks like I'll have to get used to a few changes, oh well, can't be helped.|||As Pureon said, Blender isn't nearly as embedded in the professional game development pipelines as is 3dsMax. So if your goal is to get a toe in that industry, you might be better served spending your time learning Max rather than Blender. It isn't that Blender isn't just as capable a tool as Max. It's just not widely used in the industry.
Of course the cost issue is a consideration but if you are still (or recently) as student you can get it cheap.
I thought I'd introduce myself since I hope to get stuck into the modeling forum in the coming months and make some units myself. I've actually been on the forums for years but never really posted that much, I'm more of a stalker lurker, but I'm now trying to get into modeling so I should be more active.
Why the sudden drive to get into making units? Well I finished my computer science degree last year and want to get into the games development industry, but while I can program, I've always liked the art side of things more. My dream would be to work for a company like Valve or GPG. Speaking of valve, I have some experience of worldcraft/hammer editing, but being able to make models would also enhance that as I can make my own props.
How far have I got into modeling? Not very far at all to be honest. I have some basic experience with XSI mod tool and now I'm learning to use Blender since I notice blender popping up an awful lot on these forums. I just bought the book "Blender for Dummies" and I getting stuck into learning it.
Anyway I just thought I would introduce myself, I'll let you know how I'm getting along and if I need help I'll be sure to ask for it here

Thanks,
/Sam|||Welcome Sam!
Feel free to ask questions about Blender in the Blender Discussion topic, most of the Blender modelers scan it once in a while so you are likely to get a decent answer there. Blender isn't a games industry standard program, but it does work like its expensive rivals, so it's a good starting point.
If you have used Blender before you may find the upcoming 2.5 update a bit confusing, as will most of us Blender users. They're changing so much in the user interface it'll look like a different program. Have a read if you haven't already:
http://www.blender.org/development/rele ... ender-250/
Have fun and enjoy modeling!|||Thanks Pureon, I'll be sure to check out that thread. The book I have is written with 2.48 in mind so it looks like I'll have to get used to a few changes, oh well, can't be helped.|||As Pureon said, Blender isn't nearly as embedded in the professional game development pipelines as is 3dsMax. So if your goal is to get a toe in that industry, you might be better served spending your time learning Max rather than Blender. It isn't that Blender isn't just as capable a tool as Max. It's just not widely used in the industry.
Of course the cost issue is a consideration but if you are still (or recently) as student you can get it cheap.
Improving the UEF skins
I want to make a skin pack for the UWF units where instead of them being blue with team-color trim they are the team color all over, so they will look good in any army color. The problem is, there are areas in the albedo files where the blue is almost white, or the blue paint is scratched off

and I don't know how to properly convert these highlights/weathering effects to the specteam dds. I thought I could use the difference between the blue channel and a combination of the red and green channels to get the right team color saturation, but the results looked different from the original art style (I'm trying to get the team color in a similar stauration to the blueish gray paint on the original skins). I have made one or two ok looking skins using the brute force method, but is there a better way to convert the nearly white highlights on the albedo to black areas on the specteam? The magic wand tool doesn't seem to work very well.|||What happens when you just Grey-scale all the blue areas then just set the Team color up?
Mike|||Hmm I'm not sure I fully understand what you are trying to accomplish... Any way you could clarify a little bit, maybe with some more picture support...?|||I was trying to set the specteam up so that when the team color is set to blue it will look as close to the original skin as possible. that was where the difference filter came in, but that didn't have the effect I wanted; I'd get gray splotches wherever the skin had shadows and the highlights would have more color than they did on the albedo
If I simply gray out the albedo and make the specteam only one solid shade, the highlights will look different than the original.|||I think I understand what you are trying to accomplish. And to really give you a good answer, I'd have to muck around in Photoshop trying a few things. But I don't have time for that. But one of the things you mention is that you would like the team color to NOT be applied to the worn white areas or maybe the crevices and scratches.
The key to something like that is to learn to work with channels. What you can do is to view the color albedo file in the channels palette where each color has a grayscale representation of its values. If you hold down Ctrl and click on the icon for any channel (or layer too for that matter) you have just made a selection based on that channel. So if you do that to the color channel showing the most contrast, you have a nice selection representing the values. You can then use this selection to create a mask for a layer or any number of things. The point is you are using the values of a given channel to make an accurate selection without having to resort to the magic wand. This is an easy way to mask out the areas you don't want the Team color applied to.

and I don't know how to properly convert these highlights/weathering effects to the specteam dds. I thought I could use the difference between the blue channel and a combination of the red and green channels to get the right team color saturation, but the results looked different from the original art style (I'm trying to get the team color in a similar stauration to the blueish gray paint on the original skins). I have made one or two ok looking skins using the brute force method, but is there a better way to convert the nearly white highlights on the albedo to black areas on the specteam? The magic wand tool doesn't seem to work very well.|||What happens when you just Grey-scale all the blue areas then just set the Team color up?
Mike|||Hmm I'm not sure I fully understand what you are trying to accomplish... Any way you could clarify a little bit, maybe with some more picture support...?|||I was trying to set the specteam up so that when the team color is set to blue it will look as close to the original skin as possible. that was where the difference filter came in, but that didn't have the effect I wanted; I'd get gray splotches wherever the skin had shadows and the highlights would have more color than they did on the albedo
If I simply gray out the albedo and make the specteam only one solid shade, the highlights will look different than the original.|||I think I understand what you are trying to accomplish. And to really give you a good answer, I'd have to muck around in Photoshop trying a few things. But I don't have time for that. But one of the things you mention is that you would like the team color to NOT be applied to the worn white areas or maybe the crevices and scratches.
The key to something like that is to learn to work with channels. What you can do is to view the color albedo file in the channels palette where each color has a grayscale representation of its values. If you hold down Ctrl and click on the icon for any channel (or layer too for that matter) you have just made a selection based on that channel. So if you do that to the color channel showing the most contrast, you have a nice selection representing the values. You can then use this selection to create a mask for a layer or any number of things. The point is you are using the values of a given channel to make an accurate selection without having to resort to the magic wand. This is an easy way to mask out the areas you don't want the Team color applied to.
(REQ-FA) Wyvern (Cybran Unit)
Hello. I am looking for a Modeller that can make Animations, Specifically walking animations, as well as Death Animations, as well as someone whos good at Texturing Cybran Units. I had a Unit in the making, but the Original Modeler is having troubles IRL, so I would like someone to continue his work. ^^
This is the stage its at now.

It works ingame, It just needs Animations, and Textures ^^
Anyone up for it?|||Unfortunately I don't have the time to put into it right now, so I can't take it. It just wouldn't be done anytime soon
Hope you do get someone to give it the proper finishing touches, since the model looks good. It's Orange's right?|||Yes it is mine, I'm still at teh point where I've got it exported as a Test model, properlly set up into objects and such, but I've had my hands very full with trying to make my bills the last couple of months so I've not been able to work on it more.
Mike|||OrangeKnight
This is the stage its at now.

It works ingame, It just needs Animations, and Textures ^^
Anyone up for it?|||Unfortunately I don't have the time to put into it right now, so I can't take it. It just wouldn't be done anytime soon

Hope you do get someone to give it the proper finishing touches, since the model looks good. It's Orange's right?|||Yes it is mine, I'm still at teh point where I've got it exported as a Test model, properlly set up into objects and such, but I've had my hands very full with trying to make my bills the last couple of months so I've not been able to work on it more.
Mike|||OrangeKnight
How to export an illuminated object
I recently modeled something that had a glow effect applied onto it. I exported it as a .scm and imported it back into 3ds max 2010. When I did, it no longer had the glow.
So, with that in mind, is it possible for the object to retain its glow effect as a model and in Supcom FA? If so, how?|||Glow in SupCom is driven by the blue channel of the specteam texture map. Any special material properties you assign in your 3d editor are not exported to scm.
See this thread for an explanation of the different image maps.
So, with that in mind, is it possible for the object to retain its glow effect as a model and in Supcom FA? If so, how?|||Glow in SupCom is driven by the blue channel of the specteam texture map. Any special material properties you assign in your 3d editor are not exported to scm.
See this thread for an explanation of the different image maps.
Animation tutorials?
I've just tooled around in 3dsmax and imported some models and was wondering where I can find info on how to animate models? Right now I just want to get the basics down so I'll probably stick to turrent firing of the T1 medium tank. I also noticed that the tank uses way too many poly's for things that are never visible due to the fact that the unit scale is small and the zoom level for normal play makes the use of all those poly's for the tank a waste.
Can someone help me out or make a basic tut/video with some samples files?|||there's no animations on tanks; weapon recoil is done by script.|||BulletMagnet|||to the best of my knowledge; all of them.
the only animations are things unfolding when upgrading or building, walking, and mass extractors.|||Recoil is Handled via Script.
Turrets are Handled via Script.
Treads/Tank Tracks/whatever are Handled via Textures. LINK
As far as the level of detailing goes, I'm very glad then are well detailed and thoughtfully designed, it allows us modders to really to all out on our units and lets people make awesome stuff like this;
Epic Shorts: Cybran
Epic Shorts: Seraphim
Epic Shorts: UEF
Epic Shorts: Aeon
Epic Shorts: War Never Ends
Also make sure you check out the Useful Information Sticky.
Mike
Can someone help me out or make a basic tut/video with some samples files?|||there's no animations on tanks; weapon recoil is done by script.|||BulletMagnet|||to the best of my knowledge; all of them.
the only animations are things unfolding when upgrading or building, walking, and mass extractors.|||Recoil is Handled via Script.
Turrets are Handled via Script.
Treads/Tank Tracks/whatever are Handled via Textures. LINK
As far as the level of detailing goes, I'm very glad then are well detailed and thoughtfully designed, it allows us modders to really to all out on our units and lets people make awesome stuff like this;
Epic Shorts: Cybran
Epic Shorts: Seraphim
Epic Shorts: UEF
Epic Shorts: Aeon
Epic Shorts: War Never Ends
Also make sure you check out the Useful Information Sticky.
Mike
how to make a normal position for the unit?
как сделать нормальное положение для юнита ?

Vedro|||How is it oriented in your 3D app?
Mike|||tried all the coordinates in 3D Max! turned in different ways, all the same plane flipped in the game!|||Just rotating it isn't enough, since when it exports, it ignores transforms such as rotate and scale. To fix this, you need to his the Reset XForms (transforms) button when it is in the position that you want, and then you can export it. Make sure to save before-hand, and to unlink anything before as well.|||I did not get done.
please help me.
http://narod.ru/disk/22383215000/mguaU0401.exe.html
scripts from another unit, he took for the test.
For Cybran.|||Hi,
looks like he pivot isnt y up reset your pivots to all bones and then rotate the pivot to be y up
looking straight down in the pic shows that the pivot is in the default position
in max anyway... which is horizontal and not up. :)
well it looks like that to me..|||Pavel

Vedro|||How is it oriented in your 3D app?
Mike|||tried all the coordinates in 3D Max! turned in different ways, all the same plane flipped in the game!|||Just rotating it isn't enough, since when it exports, it ignores transforms such as rotate and scale. To fix this, you need to his the Reset XForms (transforms) button when it is in the position that you want, and then you can export it. Make sure to save before-hand, and to unlink anything before as well.|||I did not get done.
please help me.
http://narod.ru/disk/22383215000/mguaU0401.exe.html
scripts from another unit, he took for the test.
For Cybran.|||Hi,
looks like he pivot isnt y up reset your pivots to all bones and then rotate the pivot to be y up
looking straight down in the pic shows that the pivot is in the default position
in max anyway... which is horizontal and not up. :)
well it looks like that to me..|||Pavel
Quick and dirty T2 tank modification pics
I modified the bottom of the T2 tank and took some screenshots from the minimum distance most players would be zoomed in since most people never really zoom too far in while playing and always play from pretty far out.
http://s919.photobucket.com/albums/ad34/987711/
One of the pics is one with less poly's, can you tell the difference?|||Pic #1's tank looks a lot crappier.|||Mooilo|||Yes, once you fix it it won't look so bad.
You can still see that it looks flatter and less detailed in the model than the other tank, though.
Why are you trying to lower the poly-count of the tank, anyway?
http://s919.photobucket.com/albums/ad34/987711/
One of the pics is one with less poly's, can you tell the difference?|||Pic #1's tank looks a lot crappier.|||Mooilo|||Yes, once you fix it it won't look so bad.

Why are you trying to lower the poly-count of the tank, anyway?
plant builds
hello!
plant builds only the first unit. no permanent production units. in the factory to select multiple units, but built only one.
how to force it to build many more units?
привет!
завод строит только первого юнита .нет постоянного производства юнитов . в заводе выбираешь несколько юнитов , но строится только один.
как заставить его строить много юнитов?
plant builds only the first unit. no permanent production units. in the factory to select multiple units, but built only one.
how to force it to build many more units?
привет!
завод строит только первого юнита .нет постоянного производства юнитов . в заводе выбираешь несколько юнитов , но строится только один.
как заставить его строить много юнитов?
[REQ][FA] Aeon Bot
Hi I'm a modder and I am currently building a mod that allows all tech one and tech two bots to fire from transports. the problem is that Aeon does not have a tech two assault bot and it would be unfair to build a mod that enhances every faction except Aeon. seeing how I don't know how to make new models and don't want to go threw all the work of learning to build new supreme commander models just to build one unit, could someone please build an Aeon assault bot model for me. Thanks in advance.
PS. make sure the unite has an attache point bone so it can be transported and at least one bone that I can attach weapon code too.|||Ok several days with no response, I guess I will take the hint and learn 3d modeling. does anybody know if the supreme commander unite exporter for 3ds max works with the 30 day free trial, because I don't want to buy the full version if I don't have to?|||I have a replica model of the Harvog I made that works in FA, but the texture isn't too great and it needs effects. It also lacks an animation.
You can use it if you would like.|||Id be happy to take the Harvog model. if there's no walking animation ill just add script to make it look like it hovers.
PS. make sure the unite has an attache point bone so it can be transported and at least one bone that I can attach weapon code too.|||Ok several days with no response, I guess I will take the hint and learn 3d modeling. does anybody know if the supreme commander unite exporter for 3ds max works with the 30 day free trial, because I don't want to buy the full version if I don't have to?|||I have a replica model of the Harvog I made that works in FA, but the texture isn't too great and it needs effects. It also lacks an animation.
You can use it if you would like.|||Id be happy to take the Harvog model. if there's no walking animation ill just add script to make it look like it hovers.
i need some help...
i am thinking of making models for SC/FA, i was thinking of making a mod but i am with out SC/FA, i do have SC but i think even if i shorten the serpahim faction i cant connvert them into SC because of laws, its not for the public, its for me, i want to make a mod thats sorta like this:
a cut down version of SC/FA, some buildings/units have been removed or replaced.
AI is more active on easy
UEF,Aeon,Cybran and serphim factions plus 4 other factions
each faction is unique in things like: mass income, energy income, unit attributes/types, more experimentals(smaller size), things like that...
and some maps i dont care for taken out( free up some space)
These are some things, im mostly just crazy for serpahim, but some dream i had added other cool looking factions that realy looked unique but not to far-fetched(mostly i guess other aliens kept secret form the factions, say some alien faction that oppses the seraphim inthier dimision and slips through, and attacks a isolated colony owned by the UEF colonies.
or somthing like that, just for fun and for entertianment....|||Adding new factions would be a ton of work. Even just rebalancing the current factions would be difficult.
And for adding the Seraphim, forget it. To do that you'd have to pirate FA just to get the files, and if you're going to do that you might as well just play on your pirated copy of FA.|||SpecialistAlpha
a cut down version of SC/FA, some buildings/units have been removed or replaced.
AI is more active on easy
UEF,Aeon,Cybran and serphim factions plus 4 other factions
each faction is unique in things like: mass income, energy income, unit attributes/types, more experimentals(smaller size), things like that...
and some maps i dont care for taken out( free up some space)
These are some things, im mostly just crazy for serpahim, but some dream i had added other cool looking factions that realy looked unique but not to far-fetched(mostly i guess other aliens kept secret form the factions, say some alien faction that oppses the seraphim inthier dimision and slips through, and attacks a isolated colony owned by the UEF colonies.
or somthing like that, just for fun and for entertianment....|||Adding new factions would be a ton of work. Even just rebalancing the current factions would be difficult.
And for adding the Seraphim, forget it. To do that you'd have to pirate FA just to get the files, and if you're going to do that you might as well just play on your pirated copy of FA.|||SpecialistAlpha
how to make a few textures on one unit?
how to make a few textures on one unit?|||What do you mean, you need to be v ery clear with your questions otherwise we'll just waste time clarifing just like we're doing now.
Mike
Mike
[FA] Structure Animation Not Playing
Hi all, just a quick question. What do I need to do in order to get a structure to play an animation while in operation? I need to know because I have a T3 power generator for a custom faction of which a major component is two rings that orbit at alternating orbits around a central core. I cannot figure out how to get these rings to rotate in game. Thanks for the help!
Edit: Just thought I'd add, just in case: I know how to animate, and have the animation ready in 3ds max, I just need to know how to activate it in engine.|||I think Structure animations like that are done in the Unit's Script.|||Yeah, animations like that are started in the unit's script. Look at the UEF T1 power generator's script (ueb1101) for reference.|||All right, I see it...Fun-its not an animation but an engine thing-wasted all that animating effort for nothing. Oh well, thanks!|||You can simply have your unit script start playing your animation in response to the desired event. You can also script rotators to do this kind of animation without using your 3d package but both routes should be equally successful. There is no reason to abandon the animation you have already done.|||Armoured Fish
Edit: Just thought I'd add, just in case: I know how to animate, and have the animation ready in 3ds max, I just need to know how to activate it in engine.|||I think Structure animations like that are done in the Unit's Script.|||Yeah, animations like that are started in the unit's script. Look at the UEF T1 power generator's script (ueb1101) for reference.|||All right, I see it...Fun-its not an animation but an engine thing-wasted all that animating effort for nothing. Oh well, thanks!|||You can simply have your unit script start playing your animation in response to the desired event. You can also script rotators to do this kind of animation without using your 3d package but both routes should be equally successful. There is no reason to abandon the animation you have already done.|||Armoured Fish
Texture exporter for 3ds Max?
Say if I already textured a unit in 3ds max, is there a tool that exports that texture into the 3 .dds files supcom uses? Sort of like the .scm exporter but for textures.|||No, they have to be done via Nvidia's DDS Exporter because teh way SupCom/FA handles things like teamcolor and glows are vastly different from how they'd be done for most games as far as I know.
Mike|||There's probably a tool on the internet that will let you at least export the albedo from 3DS Max. If you can get a regular looking normal map out of it, there's a tool in this forum that will convert it to the NormalTS and SpecTeam that SupCom uses.|||I have the normal map. Can you give me a link to the tool? Thanks
|||Here it is. I never got the matlab runtime to work, though. I hope it works for you.
http://forums.gaspowered.com/viewtopic.php?t=5622
Mike|||There's probably a tool on the internet that will let you at least export the albedo from 3DS Max. If you can get a regular looking normal map out of it, there's a tool in this forum that will convert it to the NormalTS and SpecTeam that SupCom uses.|||I have the normal map. Can you give me a link to the tool? Thanks

http://forums.gaspowered.com/viewtopic.php?t=5622
About Lurkily's Auto Icons...
Regarding Lurkily's Automatic Background Icons, the link is dead.|||I've Split this off from the Oringal Topic.
Brandon, make sure you read the RULES to see why I did so.
Mike
Brandon, make sure you read the RULES to see why I did so.
Mike
How to make a Proper Icon?
I was wondering, How do people make those Icons that have Transparent Backgrounds? I used to make all my Icons with the Background already in them, since all the backgrounds usually appeared white.
But I would like that background to be transparent, so I can make Icons like the ones that BlackOps has, as well as the Original game.
Can anyone help me?
I use Photoshop with the Nividia DDS Plugin.|||Icons falls under Texturing so I'm booting this thread.
Thread Moved.
Also make sure you read the Useful Info Sticky.
Mike|||I did check the Use info sticky. The topic that covers icons is kinda dead. The link that has the script files is broken, Plus theres no tutorial that covers the Nividia DDS Plugin.|||What I've used for creating icons is paint.net and while I haven't tried making actual clear icons before, I have had to make clear backgrounds in the various layers of my icons to be sure everything meshed fine... and to do that I merely erased the background.
|||To make the transparent background icons you just need to create a mask for the unit, basic black-and-white where full black is completely transparent and save that to the icon file's alpha channel, then it gets exported to the dds alpha by the dds plugin. You should be able to simply use the magic wand tool or similar to select the shape of your unit, make that full white, else full black and then use some effect to create a glow from white to black around it (you see how all unit icons in game have a white glow around them?). Or you can usually get an alpha render of your unit from the 3D soft and use that for the mask.
But I would like that background to be transparent, so I can make Icons like the ones that BlackOps has, as well as the Original game.
Can anyone help me?
I use Photoshop with the Nividia DDS Plugin.|||Icons falls under Texturing so I'm booting this thread.
Thread Moved.
Also make sure you read the Useful Info Sticky.
Mike|||I did check the Use info sticky. The topic that covers icons is kinda dead. The link that has the script files is broken, Plus theres no tutorial that covers the Nividia DDS Plugin.|||What I've used for creating icons is paint.net and while I haven't tried making actual clear icons before, I have had to make clear backgrounds in the various layers of my icons to be sure everything meshed fine... and to do that I merely erased the background.

{Req-SC2->FA} King Kriptor?
Ello, Its me again... And I was just looking over the Units in SupCom 2, and I love the King Kriptor. Problem is, SC2 is crap, and the FA version of the King Kriptor would be much better, and I was wondering, if someone would be wanting to create a FA Version of the Powerful UEF Unit's Model for me?
Im no good at Modeling, And Since its not technically using the actual unit from SupCom 2, It would be Legal to do...I think... It would just be similar.
Anyone?|||Goliath.
Honestly the K2 design isn't what I'd call 'good' IMO.
Mike|||OrangeKnight|||This is what I wanted the Unit to Resemble.

The SC2 Version is crappy, But the FA Version, Properly Remodeled, Would be the UEFs most possibly heavily armoured walking Experimental =p And it might look good doing so to... Its just there no Modelers out there that want a Challenge =p|||Have to agree with Orange here, the Kriptor looks aren't very appealing to me... And with the Goliath in BO and the very nice looking Balrog in 4thD I think UEF already has impressive walker exps available in mods. Ones that don't look like carny rides...|||Kirvesnaama|||*Sigh* No one Eh? I know the Kriptor looks unappealing now, But it can look better with some work T_T|||if no one wants to make it, then pick up modeling ;p|||Lt_hawkeye|||brandon007|||Mooilo|||Mooilo|||Peacebreaker|||Mooilo|||Well, SInce I got the Files, I think the Walking animation was messed up. I think the Files need to be converted to FA Format. By the which, I dont know how to do. Everything looks like it was in a Blender|||The blender importer for animations doesn't always work- it's never worked for me. You'll need to reanimate the model.|||Mooilo|||Yeah, those definitely won't work, as they can have a vertex assigned to multiple bones which isn't supported in FA.|||Mooilo|||Make a new animation, or import the animation along with the model into Blender and hope that it doesn't explode in there like it always did for me.|||Mooilo|||You have to click through the frames and look at the animation, or it's possible since the animation format is a little different that it just won't work.|||Mooilo|||Animations are very easy. It's just keyframes and rotating bones for the most part unless you use inverse kinematics.|||Mooilo
Im no good at Modeling, And Since its not technically using the actual unit from SupCom 2, It would be Legal to do...I think... It would just be similar.
Anyone?|||Goliath.
Honestly the K2 design isn't what I'd call 'good' IMO.
Mike|||OrangeKnight|||This is what I wanted the Unit to Resemble.

The SC2 Version is crappy, But the FA Version, Properly Remodeled, Would be the UEFs most possibly heavily armoured walking Experimental =p And it might look good doing so to... Its just there no Modelers out there that want a Challenge =p|||Have to agree with Orange here, the Kriptor looks aren't very appealing to me... And with the Goliath in BO and the very nice looking Balrog in 4thD I think UEF already has impressive walker exps available in mods. Ones that don't look like carny rides...|||Kirvesnaama|||*Sigh* No one Eh? I know the Kriptor looks unappealing now, But it can look better with some work T_T|||if no one wants to make it, then pick up modeling ;p|||Lt_hawkeye|||brandon007|||Mooilo|||Mooilo|||Peacebreaker|||Mooilo|||Well, SInce I got the Files, I think the Walking animation was messed up. I think the Files need to be converted to FA Format. By the which, I dont know how to do. Everything looks like it was in a Blender|||The blender importer for animations doesn't always work- it's never worked for me. You'll need to reanimate the model.|||Mooilo|||Yeah, those definitely won't work, as they can have a vertex assigned to multiple bones which isn't supported in FA.|||Mooilo|||Make a new animation, or import the animation along with the model into Blender and hope that it doesn't explode in there like it always did for me.|||Mooilo|||You have to click through the frames and look at the animation, or it's possible since the animation format is a little different that it just won't work.|||Mooilo|||Animations are very easy. It's just keyframes and rotating bones for the most part unless you use inverse kinematics.|||Mooilo
Aeon Build Effect/Shader
Hello,
Does anybody know if its possible to use the liquid metal build effect on a unit that has already been created? If so, can it be applied to specific faces or would it need to be the whole model?
Thanks,
Sam
Does anybody know if its possible to use the liquid metal build effect on a unit that has already been created? If so, can it be applied to specific faces or would it need to be the whole model?
Thanks,
Sam
Walking animation in SC2
Usually a walking animation it starts with one foot backward that is brought forward, then the same thing for the other foot, and finally the animation is looped.
But when I look at the kriptor and cybranausaurus, their walking animation start from standing position, make one left foot step and return to standing position. Never is a foot brought from backward position to forward position.
However when you see those units in game, the walk normally, not one-stepping, standing,one-stepping, standing,....
So how do walking animations work in SC2?
EDIT:
Forget it, walking animations in SC2 work like everywhere else, it's just that I let some bugs in my sca importer.
But when I look at the kriptor and cybranausaurus, their walking animation start from standing position, make one left foot step and return to standing position. Never is a foot brought from backward position to forward position.
However when you see those units in game, the walk normally, not one-stepping, standing,one-stepping, standing,....
So how do walking animations work in SC2?
EDIT:
Forget it, walking animations in SC2 work like everywhere else, it's just that I let some bugs in my sca importer.
[SC2] Modeling, Texturing, & Animation?
So is there a "good" way to do all this for supcom 2 mods yet? Is there anyway easy to port all this stuff over from FA?|||In response to your question:
- nope.
Looking for some help
Ello Everyone. I just made a Model for a new UEF Exerimental Bot. And I was wondering if anyone would like to do the death animation for me?
It is part of a Mod pack that Have been working on all by myself, which I am hoping to release soon. However, The Experimental Bot that I want to include in the pack still needs work...
Anyone interested?
There is no Picture of the Model here, Because it is going to be a surprise, and will only be revealed to whoever will Animate the unit.|||Wow, No one? Im sure theres someone out there thats experienced, and has some free time out there =p|||*Sigh* Seriously? I just need the Death animation, and I can release T_T Anyone?|||I'm sorry, but this part of the forum is dead.
I'd help you on that part, but I've no experience...
If you ask in the Moho engine mod forum topic then you might get some luck.
Good luck!|||Eternal, don't condome cross forum posting, it'd just get deleted and/or moved/locked.
Also Brandon, stop bumping your thread, it wouldn't have moved since you posted it.
If someone can or wants to help, they will say so, and you needlesssly posting here won't help it any.
Mike|||Wait...
You say that we shouldn't condone cross forum posting... Which I agree with...
But then you say posting it here is needless...
I don't understand!|||TehClawEternal|||TehClawEternal|||Thanks for clearing that up, your pronoun usage was confusing...
It is part of a Mod pack that Have been working on all by myself, which I am hoping to release soon. However, The Experimental Bot that I want to include in the pack still needs work...
Anyone interested?
There is no Picture of the Model here, Because it is going to be a surprise, and will only be revealed to whoever will Animate the unit.|||Wow, No one? Im sure theres someone out there thats experienced, and has some free time out there =p|||*Sigh* Seriously? I just need the Death animation, and I can release T_T Anyone?|||I'm sorry, but this part of the forum is dead.
I'd help you on that part, but I've no experience...
If you ask in the Moho engine mod forum topic then you might get some luck.
Good luck!|||Eternal, don't condome cross forum posting, it'd just get deleted and/or moved/locked.
Also Brandon, stop bumping your thread, it wouldn't have moved since you posted it.
If someone can or wants to help, they will say so, and you needlesssly posting here won't help it any.
Mike|||Wait...
You say that we shouldn't condone cross forum posting... Which I agree with...
But then you say posting it here is needless...
I don't understand!|||TehClawEternal|||TehClawEternal|||Thanks for clearing that up, your pronoun usage was confusing...
Required general help here.
So guys, i looked to this forum little bit(like 20 minute) and found nothing useful about how to model for sc2 etc.
I know modeling a bit, i mean not very much to make big giant cool looking destroyer but enough to make basic, small tank :) and do edits like adding another cannon to model etc.
But my problem is
What program i will use to extract data from game ?
What program i will use to get sc2 models ?
What program i will use to OPEN(import) sc2 models ?
What program i will use to SAVE(export) sc2 models ?
Also, what i want to do is skins(i mean model skins, dont be confused because skin means texture edit actually) and they should be work in multiplayer, is that possible ?|||You need to make sure you are asking the question in the right place, head over to Modeling, Texturing, & Animation Forum. Most likely this topic will be punted there.
As for your questions:
This is a basic guide of getting SupCom 1/FA units into SupCom 2.
theshadowlord tutorial
So right now it seems you follow the modeling path for SupCom 1/FA and make the changes as stated in theshadowlord tutorial. As for modeling in SupCom 1/FA; read the stickies in the Modeling, Texturing, & Animation Forum.|||themak|||@themak
dont think it will help,
let me make it clear :)
I know how to model enough to make basic things.
But i dont know what programs i will use to export-import models to sc2 and where i get them, how to open that packages etc.
So i need very basic help
|||The topic is in the right forum now. Look around the place, I think you will find what you need here.
*The Mak trips over something*
Oh look, someone had the same question.
(REQ) SC2 Model Importer for 3DS Max. The helpful post from Robotronic came from here.
Now before you ask, I believe 3DS Max is the only tool that does both importing and exporting of SC2 Models. There is a Blender plugin that I believe only does exporting, but I am not 100% sure. Look at all the stickies and the exporter plugin topics from the creators for more help; they are on the front page of this forum, the ones with more than 6 pages in them.
ps. Use google to search the forums, the GPG search is not so good.
I know modeling a bit, i mean not very much to make big giant cool looking destroyer but enough to make basic, small tank :) and do edits like adding another cannon to model etc.
But my problem is
What program i will use to extract data from game ?
What program i will use to get sc2 models ?
What program i will use to OPEN(import) sc2 models ?
What program i will use to SAVE(export) sc2 models ?
Also, what i want to do is skins(i mean model skins, dont be confused because skin means texture edit actually) and they should be work in multiplayer, is that possible ?|||You need to make sure you are asking the question in the right place, head over to Modeling, Texturing, & Animation Forum. Most likely this topic will be punted there.
As for your questions:
This is a basic guide of getting SupCom 1/FA units into SupCom 2.
theshadowlord tutorial
So right now it seems you follow the modeling path for SupCom 1/FA and make the changes as stated in theshadowlord tutorial. As for modeling in SupCom 1/FA; read the stickies in the Modeling, Texturing, & Animation Forum.|||themak|||@themak
dont think it will help,
let me make it clear :)
I know how to model enough to make basic things.
But i dont know what programs i will use to export-import models to sc2 and where i get them, how to open that packages etc.
So i need very basic help

*The Mak trips over something*
Oh look, someone had the same question.
(REQ) SC2 Model Importer for 3DS Max. The helpful post from Robotronic came from here.
Now before you ask, I believe 3DS Max is the only tool that does both importing and exporting of SC2 Models. There is a Blender plugin that I believe only does exporting, but I am not 100% sure. Look at all the stickies and the exporter plugin topics from the creators for more help; they are on the front page of this forum, the ones with more than 6 pages in them.
ps. Use google to search the forums, the GPG search is not so good.
Not visible parts??
Hi
Is it possible to apply the texture that makes the model at a given site will be invisible?
There was no need to build a large amount of poly. Is this feasible?
(translation by: google)|||I don't understand what your trying to get at.
Mike|||I think he means to have parts of the texture invisible (like maybe a hole or something) as opposed to modeling it out of lots of polys. That's my guess anyway :p
Afaik it's not possible in scfa..?|||Actually it is possible, there is at least one shader that supports this and it is used on the Aeon T2 torpedo launcher.
It has some difficulties involved though. The faces are still one-sided so there might be some backside invisibility to deal with and more importantly the same shader usually goes poorly for the rest of the model so it would probably require attaching a separate unit as a part on the mother unit, this is how it is done on the torpedo launcher if I remember correctly.|||oh ok... when we do this some other.
Is it possible to apply the texture that makes the model at a given site will be invisible?
There was no need to build a large amount of poly. Is this feasible?
(translation by: google)|||I don't understand what your trying to get at.
Mike|||I think he means to have parts of the texture invisible (like maybe a hole or something) as opposed to modeling it out of lots of polys. That's my guess anyway :p
Afaik it's not possible in scfa..?|||Actually it is possible, there is at least one shader that supports this and it is used on the Aeon T2 torpedo launcher.
It has some difficulties involved though. The faces are still one-sided so there might be some backside invisibility to deal with and more importantly the same shader usually goes poorly for the rest of the model so it would probably require attaching a separate unit as a part on the mother unit, this is how it is done on the torpedo launcher if I remember correctly.|||oh ok... when we do this some other.
looking for a animation school
I'm looking for a animation school. Can you recomend a few that have websites in english?
I want to study animation & voice acting. I can't find any schools I like. I need some help. The school should offer both animation & voice acting. I've checked out schools in many countries. I'd prefer one in China, Japan or the USA.|||No thanks, you're like third bot going with this routine.
Thread Locked.
Mike
I want to study animation & voice acting. I can't find any schools I like. I need some help. The school should offer both animation & voice acting. I've checked out schools in many countries. I'd prefer one in China, Japan or the USA.|||No thanks, you're like third bot going with this routine.
Thread Locked.
Mike
[SupCom FA] Blender, XSI, Maya, etc. -> (3DS Max?) -> SupCom
Due to the costs involved with 3ds Max, I'm thinking of using Blender to create new units for my mod. I would like some advice in terms of getting my units to display properly in the game.
Specifically, I've come across the "SupCom-Blender-Scripts-V35" (http://forums.gaspowered.com/viewtopic.php?f=35&t=17286) on the forums, but it looks like the scripts are incomplete and I haven't been able to find any recently-updated versions, especially given that these scripts are for Blender v2.42 and the current Blender version is v2.56. The forums report errors with loading .scm files and possible exporting issues with these scripts.
Now, I have access through associates to the 3ds Max software, but not for personal prolonged usage. Essentially, they would be willing to do me quick favours in exporting my models from 3ds to SupCom (via the available "scmtool1.1b" http://forums.gaspowered.com/viewtopic.php?t=8582) if I provide them with 3ds files, which I can by exporting from Blender.
My question is this: from your experiences, are the current scripts available for Blender sufficient enough to export to SupCom directly, or should I go via Blender -> 3ds -> SupCom? My main concern is exporting to SupCom, as I don't intend to import and alter existing content.
And, please do not suggest to just torrent 3ds...|||AFAIK, both tools work fine. It really just comes down to which program you prefer using.
Myself I go XSI -> 3DSMax -> Supcom/FA.
Its pretty much how we've done everything for BlackOps.
Mike|||It seems that XSI was acquired by Autodesk and so the software is now known as Autodesk Softimage, and quite expensive. Are there any older free versions of "XSI" that would work with SupCom?
I recently downloaded Blender and started playing with it, but not to the extent where I have a preference to use it compared to other similar software. It and 3ds seem to be the most popular. I'm open to using any software that is freely available as I don't (yet) have any particular preferences.|||XSI doesn't have an exporter for Supcom, I tried to see if anyone would be capable of doing one years ago, but no one was interested, so I developed my pipline to unit creation to utilized 3DSMax to export while I do the rest of the work in XSI.
Mike|||Would you be willing to share your methods for XSI -> 3ds? I found some links for free (legitimate) downloads of XSI, and I'd like to give it a try. It seems to be the software of choice for some high-end games out there.
(For the benefit of others) Check out the following links to get XSI:
(1) "Softimage XSI Mod Tool 4.2" (http://download.cnet.com/Softimage-XSI-Mod-Tool/3000-18541_4-10343972.html); and
(2) "Softimage XSI Mod Tool 6.01" (http://www.moddb.com/downloads/xsi-mod-tool-601).
Autodesk Softimage Mod Tool v7.5, which isn't strictly XSI, is also free, but you have to provide all sorts of personal information in order to be permitted to download it: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=13571320.
Also, I've changed the thread's title to broaden the scope a bit so as to not restrict the discussion to just Blender.|||I use Crosswalk to export from XSI to 3DSMax. from there I export from 3DSMax using the Exporter made by Robotech, as found in the Useful Info Sticky.
Mike|||madface|||I've been using Blender for my Hydrocarbon project and so far it's been working fine. I'm using v2.49b of Blender, though.
I couldn't possibly afford to get something like 3DS to go any other route, though.
|||liveordie|||FuryoftheStars|||Hmm... Oh, yeah! You talking about not being able to find that folder in the install directory? That has to do with install options. v2.49b does the same thing.
Navigate to here in your user profile:
\Application Data\Blender Foundation\Blender\.blender\scripts
And yes, they are working, minus the known bugs.
Specifically, I've come across the "SupCom-Blender-Scripts-V35" (http://forums.gaspowered.com/viewtopic.php?f=35&t=17286) on the forums, but it looks like the scripts are incomplete and I haven't been able to find any recently-updated versions, especially given that these scripts are for Blender v2.42 and the current Blender version is v2.56. The forums report errors with loading .scm files and possible exporting issues with these scripts.
Now, I have access through associates to the 3ds Max software, but not for personal prolonged usage. Essentially, they would be willing to do me quick favours in exporting my models from 3ds to SupCom (via the available "scmtool1.1b" http://forums.gaspowered.com/viewtopic.php?t=8582) if I provide them with 3ds files, which I can by exporting from Blender.
My question is this: from your experiences, are the current scripts available for Blender sufficient enough to export to SupCom directly, or should I go via Blender -> 3ds -> SupCom? My main concern is exporting to SupCom, as I don't intend to import and alter existing content.
And, please do not suggest to just torrent 3ds...|||AFAIK, both tools work fine. It really just comes down to which program you prefer using.
Myself I go XSI -> 3DSMax -> Supcom/FA.
Its pretty much how we've done everything for BlackOps.
Mike|||It seems that XSI was acquired by Autodesk and so the software is now known as Autodesk Softimage, and quite expensive. Are there any older free versions of "XSI" that would work with SupCom?
I recently downloaded Blender and started playing with it, but not to the extent where I have a preference to use it compared to other similar software. It and 3ds seem to be the most popular. I'm open to using any software that is freely available as I don't (yet) have any particular preferences.|||XSI doesn't have an exporter for Supcom, I tried to see if anyone would be capable of doing one years ago, but no one was interested, so I developed my pipline to unit creation to utilized 3DSMax to export while I do the rest of the work in XSI.
Mike|||Would you be willing to share your methods for XSI -> 3ds? I found some links for free (legitimate) downloads of XSI, and I'd like to give it a try. It seems to be the software of choice for some high-end games out there.
(For the benefit of others) Check out the following links to get XSI:
(1) "Softimage XSI Mod Tool 4.2" (http://download.cnet.com/Softimage-XSI-Mod-Tool/3000-18541_4-10343972.html); and
(2) "Softimage XSI Mod Tool 6.01" (http://www.moddb.com/downloads/xsi-mod-tool-601).
Autodesk Softimage Mod Tool v7.5, which isn't strictly XSI, is also free, but you have to provide all sorts of personal information in order to be permitted to download it: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=13571320.
Also, I've changed the thread's title to broaden the scope a bit so as to not restrict the discussion to just Blender.|||I use Crosswalk to export from XSI to 3DSMax. from there I export from 3DSMax using the Exporter made by Robotech, as found in the Useful Info Sticky.
Mike|||madface|||I've been using Blender for my Hydrocarbon project and so far it's been working fine. I'm using v2.49b of Blender, though.
I couldn't possibly afford to get something like 3DS to go any other route, though.

Navigate to here in your user profile:
\Application Data\Blender Foundation\Blender\.blender\scripts
And yes, they are working, minus the known bugs.
Need developers
Need 3D-modeller and 2D-artist(texture) for my mod (http://www.moddb.com/mods/supreme-commander-modern-war )
Contact:
ICQ: 315805764;
moi_yashik@list.ru|||I'll just boot this over to the Modeling and Texturing Forum.
Thread Moved
Mike
Contact:
ICQ: 315805764;
moi_yashik@list.ru|||I'll just boot this over to the Modeling and Texturing Forum.
Thread Moved
Mike
Texture Mapping ???
On im new to creating new models or even editing them, i need some help if any one has the time, the unit i need help with is Cybrans Tactical Missile Defense Zapper in fa it had a green orb well in SC2 it will not work 1 because the shader is not longer there, so i edited it in max added a orb that can spin if i wish it to it shows up in game fine, the problem im lost in is how do i make a new texture map for the new add mesh?|||Well clearly it depends on what 3D software you are using, as they have different takes on the same thing. But basically you will have to apply a UVW Unwrap on your mesh so you get into the UV editor to cluster and place the faces as you like.
If the object is spherical, the software may also allow you to map directly the best possible cluster for a sphere on it. Check any helps and tutorials for the software you are using.
If the object is spherical, the software may also allow you to map directly the best possible cluster for a sphere on it. Check any helps and tutorials for the software you are using.
(QUESTION) What can I use to open SupCom dds. files?
I am interested in modding the textures for some Supreme Commander vanilla/Forged Alliance units/structures. What program should I use to open them? I've tried paint and GIMP, and neither work.
Also, does modding of textures cause problems in multiplayer? I'm not planning on adding or taking away files, just editing existing ones.|||Nvidia provides a .dds plugin for Photoshop, but it also works with Paint Shop Pro at least. Plugins may also be available for GIMP or whatnot, I suggest you google dds plugin with the software of your choice.
Not sure about that multiplayer thing... does the game check if the file sizes match or something? otherwise it can't possibly check the content of said images so makes sense it doesn't care beyond that.|||Paint.net is by far the best for .DDS files. I use it all the time now, it works wonders.
As Kirves has said, There is a .DDS Plugin for Photoshop, but you need to have photoshop to begin with. Paint.net is free =p
Also, does modding of textures cause problems in multiplayer? I'm not planning on adding or taking away files, just editing existing ones.|||Nvidia provides a .dds plugin for Photoshop, but it also works with Paint Shop Pro at least. Plugins may also be available for GIMP or whatnot, I suggest you google dds plugin with the software of your choice.
Not sure about that multiplayer thing... does the game check if the file sizes match or something? otherwise it can't possibly check the content of said images so makes sense it doesn't care beyond that.|||Paint.net is by far the best for .DDS files. I use it all the time now, it works wonders.
As Kirves has said, There is a .DDS Plugin for Photoshop, but you need to have photoshop to begin with. Paint.net is free =p
Thursday, April 19, 2012
Can someone simplify my texturing problem?
So, I'm using blender for the modeling and texture mapping. I've been able to figure all of that out, including exporting a texture map of the unit for me to "color in". The program I have right now for any art related work is paint.net. What I was hoping to do (and forgive me, I'm new to texturing and art related work, so I'm not sure what terminology is familiar to everyone) was use paint.net's layer's feature to have one layer be my exported texture map and another one under it to actually be my texture... so I can essentially "color" between the lines without affecting the lines themselves. The problem is that blender exported the texture map as black lines on a white background. In order to take advantage of using layers, I need to find a way of erasing the white (make it transparent).
So my question? Does anyone know how I can easily erase the white background while leaving the black lines untouched? Currently I'm doing it the old fashion way of zooming in and going pixel by pixel when close to the black lines. Is there a program out there that allows me to specify a certain color to erase while leaving all the rest alone? Or anyone know how to do it with paint.net?|||Haven't used paint.net myself, but I'm assuming it has the sense to include all basic features like the major labels have. First question is, in what format did you export it from blender? Does it include an alpha channel? See where you can load any alpha channel as a mask for that template (texture map lines) if it has one.
If there is no alpha, and neither can you get one from blender (you should be able to, try exporting in .tga for example), then there are a couple of trick to try:
1) copy the image in paint and paste into your new layer using the paste-with-transparency (should be featured in paint in some way) where the currently selected secondary color is interpreted as transparent. You may need to add a small corner crosshair to properly place the now transparented map.
2) just make the new layer as you did and use the magic wand for example to select white areas and remove them.
Using alpha channel would be the right way to go, and if that is not possible then the paste-with-transparency...
Hope this helps even some.|||I have the same issue with Blender, even though I export the UVs in .tga I don't see any option to have transparency, so it always comes out black lines on white background.
I figured out how to erase the white in Photoshop, Just choose the menu option Select > Colour Range... and it gives you a colour picker to choose the white. Then you can just delete it. Maybe there's a similar thing in paint.net?
what Kirvesnaama said could be what you need, or even, after a quick google I got this: http://jasonmray.com/code/removeWhite.php, it appears to be a white removal plugin for paint.net..?|||Thank you both for your help. The remove white plugin seems to accomplish what I need for this purpose.
Kirvs, I'll look into your suggestions as I can later. Thank you for your input.
So my question? Does anyone know how I can easily erase the white background while leaving the black lines untouched? Currently I'm doing it the old fashion way of zooming in and going pixel by pixel when close to the black lines. Is there a program out there that allows me to specify a certain color to erase while leaving all the rest alone? Or anyone know how to do it with paint.net?|||Haven't used paint.net myself, but I'm assuming it has the sense to include all basic features like the major labels have. First question is, in what format did you export it from blender? Does it include an alpha channel? See where you can load any alpha channel as a mask for that template (texture map lines) if it has one.
If there is no alpha, and neither can you get one from blender (you should be able to, try exporting in .tga for example), then there are a couple of trick to try:
1) copy the image in paint and paste into your new layer using the paste-with-transparency (should be featured in paint in some way) where the currently selected secondary color is interpreted as transparent. You may need to add a small corner crosshair to properly place the now transparented map.
2) just make the new layer as you did and use the magic wand for example to select white areas and remove them.
Using alpha channel would be the right way to go, and if that is not possible then the paste-with-transparency...
Hope this helps even some.|||I have the same issue with Blender, even though I export the UVs in .tga I don't see any option to have transparency, so it always comes out black lines on white background.
I figured out how to erase the white in Photoshop, Just choose the menu option Select > Colour Range... and it gives you a colour picker to choose the white. Then you can just delete it. Maybe there's a similar thing in paint.net?
what Kirvesnaama said could be what you need, or even, after a quick google I got this: http://jasonmray.com/code/removeWhite.php, it appears to be a white removal plugin for paint.net..?|||Thank you both for your help. The remove white plugin seems to accomplish what I need for this purpose.
Kirvs, I'll look into your suggestions as I can later. Thank you for your input.
Ultimate UnWrap 3d
Does anyone here use it? if yes please contact me
, im trying to use it to convert a few models however the trial version doesn't allow saving said models, which sucks, and im too poor to pay $50 atm|||Lt_hawkeye

[SC2] Porting FA units/structures into SC2
I'd like to port over some FA units/structures into SupCom 2, namely the ones that LoD will not be using in his mod but that I would like to make use of, and to start somewhere simple with the ultimate aim of creating my own units.
Using 3ds Max, I am aware of the importer/exporter available on the forums: http://forums.gaspowered.com/viewtopic.php?f=35&t=8582.
Also, I understand that the files of interest are the ones in /Supreme Commander - Forged Alliance/gamedata/units.scd/units/*.*, specifically *.dds, *.sca, and *.scm.
At this point, I don't want to do any image and animation editing whatsoever. I just want to make the units/structures compatible for use in SupCom 2, as my understanding is that things are not compatible straight out of the box. I'll sort through the bp and scripting codes myself to make things compatible on that front.
So, after following the instructions to install the above importer/exporter, when I start 3ds Max what exactly do I do to make the FA files compatible for use with SupCom2?|||Its funny, you know abotu the Modeling Forums, yet you still ask the questions here....
Thread Moved.
Mike|||My apologies. An oversight on my part
EDIT: Just came across the tool specifically for SC2, which isn't linked to in the head post of the 3ds Max exporter sticky: http://janvanderweg.com/supcom2/supcom2tool.zip.
EDIT2: And it looks like I just found the solution, or at least part of it based on the author's understanding of the SC2 files... http://forums.gaspowered.com/viewtopic.php?f=35&t=47192&start=1.
Using 3ds Max, I am aware of the importer/exporter available on the forums: http://forums.gaspowered.com/viewtopic.php?f=35&t=8582.
Also, I understand that the files of interest are the ones in /Supreme Commander - Forged Alliance/gamedata/units.scd/units/*.*, specifically *.dds, *.sca, and *.scm.
At this point, I don't want to do any image and animation editing whatsoever. I just want to make the units/structures compatible for use in SupCom 2, as my understanding is that things are not compatible straight out of the box. I'll sort through the bp and scripting codes myself to make things compatible on that front.
So, after following the instructions to install the above importer/exporter, when I start 3ds Max what exactly do I do to make the FA files compatible for use with SupCom2?|||Its funny, you know abotu the Modeling Forums, yet you still ask the questions here....
Thread Moved.
Mike|||My apologies. An oversight on my part

EDIT: Just came across the tool specifically for SC2, which isn't linked to in the head post of the 3ds Max exporter sticky: http://janvanderweg.com/supcom2/supcom2tool.zip.
EDIT2: And it looks like I just found the solution, or at least part of it based on the author's understanding of the SC2 files... http://forums.gaspowered.com/viewtopic.php?f=35&t=47192&start=1.
Need help with a Blender Script
Ello. I am trying to get ahold of a Blender script that allows me to import Supreme Commander 2 models and animations. The one for 3DS Max is unfinished, so it kinda doesnt work... Anyone?|||Hmm as far as I know, the only thing the Max exporter can't manage is exporting material ID's. And at least for me the importer throws some errors sometimes if used alongside the SupCom1 importer, and has to be reloaded, but otherwise it works.|||I got Gniarfs script for Blender to import Sc2 stuff into Blender, but it doesnt work properly, and I get these Errors. Can anyone please help?

Script: http://pastebin.com/kPsVeEZS

Script: http://pastebin.com/kPsVeEZS
DXT Viewer
Hi,
Just in case anyone's interested I found a little utility that allows you to very quickly view dds files:
http://www.ozone3d.net/dxt_viewer.php
I's quite useful for quickly checking textures because it loads up very quickly and tells you some important information, like the DXT type used and the number of mipmaps it has. I was working with some different shaders recently and needed to check what dxt version GPG used for some of it's units.
|||I just open it in Photoshop.....
Mike|||I use photoshop to XD
Now if there was a Utility that could allow you to actually draw textures onto a 3D Model, and save that as a .DDS file, now THAT would be awsome XD|||The point is more that it allows you to quickly check data like mipmaps and the DXT level used. I was working on the GlassAlpha shader recently and couldn't figure out why my texture didn't work, then this helped me figure out that the Albedo for it needed to be dxt5 not dxt1. I can't figure out how to quickly find that in out in PS yet with the dds plugin.|||Sam37|||Oh nice, that's even better because you can sort through channels.|||And not everyone has photoshop
Just in case anyone's interested I found a little utility that allows you to very quickly view dds files:
http://www.ozone3d.net/dxt_viewer.php
I's quite useful for quickly checking textures because it loads up very quickly and tells you some important information, like the DXT type used and the number of mipmaps it has. I was working with some different shaders recently and needed to check what dxt version GPG used for some of it's units.

Mike|||I use photoshop to XD
Now if there was a Utility that could allow you to actually draw textures onto a 3D Model, and save that as a .DDS file, now THAT would be awsome XD|||The point is more that it allows you to quickly check data like mipmaps and the DXT level used. I was working on the GlassAlpha shader recently and couldn't figure out why my texture didn't work, then this helped me figure out that the Albedo for it needed to be dxt5 not dxt1. I can't figure out how to quickly find that in out in PS yet with the dds plugin.|||Sam37|||Oh nice, that's even better because you can sort through channels.|||And not everyone has photoshop

How to export Sc2 units with 3DS Max to FA?
Anyone know how this is done? I can easily fix the Mesh has no TVfaces thing, however...
The hierarchy (Bones, Pivots, Muzzles) of the Sc2 Unit wont stay with the model (test), and thus, the model becomes solid, and arms/legs/torso/turrets wont move.
Anyknow how what do to?|||That's because SupCom2 uses a skeleton with a skin object bound to it, to support multiple bone weights for vetrices.
You would have to break that skin object into element pieces (and decide what to do with pieces that were originally supposed to flex), and then just correctly pivot and rename those pieces to correspond the skeleton directly I suppose.|||Kirvesnaama
The hierarchy (Bones, Pivots, Muzzles) of the Sc2 Unit wont stay with the model (test), and thus, the model becomes solid, and arms/legs/torso/turrets wont move.
Anyknow how what do to?|||That's because SupCom2 uses a skeleton with a skin object bound to it, to support multiple bone weights for vetrices.
You would have to break that skin object into element pieces (and decide what to do with pieces that were originally supposed to flex), and then just correctly pivot and rename those pieces to correspond the skeleton directly I suppose.|||Kirvesnaama
[SC2] Creative Non-Boxed minded Modelers needed
Goodday,
I'm new with modding but I've some idea's for which i need help for creating some units.
the mod plan is to combine Supcom2 and Total Annihilation, but not entirely, (a transfer to Totala)
and the first question is, how would you combine the UEF(supcom1) and the Arm Commander in one package?
also the samething for the Cybran and Core Commander.
(thus the phase between Supcom1 and Total Annihilation)
thats the start of it, the Aeon commander needs to be complete different and not soft like it is now.
well not maybe the best post to look for some modelers but i hope that someone likes the challenge in it.
Cheers|||the thing that makes it more of a challenge, is simple.
In Supreme Commander, the Infinite War is at its starting phase, Supcom2 somewhere further on.. (no idea why they are that much weaker compared to supcom1 though) and there you have 3 faction, UEF, Cybran, Aeon(Illuminate)
UEF is most likely the Arm, Cybran the Core, that leaves the Aeon, and Totala has not realy a timeline/story, so what happend to the Aeon?
the part here is to replace the Aeon with a different look on it, not cuddle able and sweet, but more with a feeling that there is a war going on, UEF and Cybran is known where they are going at, so thats where they are going, and the Aeon face Annihilation or Domination/Supremacy and Total Annihilation's story is somewhere else, so the plan with them is, make it like that, fearful and powerful.
so what would you do with the faction?
the things i had in mind where the pods of the Wilfindja, use them more in the side, own small part of the research tree, like shields, and combine the commander with the Universal Colossus (http://fc06.deviantart.net/fs25/f/2008/170/d/e/the_colossus_by_noah_kh.jpg something like this) and make it a mobile base, so power generators, metal makers and more on it, and weapon systems on it (btw, on the picture, don't mind the elf, he likes to watch.)|||So if you are interested, leave a message here,
it requires a lot of creative modeling for the Illuminate faction,
also the idea seems to me that making the jump to Total Annihilation give's options for creativity.
experimentals are going to be kicked, mainly because an experimental unit... doesn't belong on a battlefield, for that part there is an Adv tree in Totala, (Pyro, The Can/Sumo, Reaper, Shooter, Maverick(?), Zeus(?), and of course the vehicles, Naval and Aircraft
[(?) Animated, both grasp for there guns, so if thats possible, those to! ]
I'm new with modding but I've some idea's for which i need help for creating some units.
the mod plan is to combine Supcom2 and Total Annihilation, but not entirely, (a transfer to Totala)
and the first question is, how would you combine the UEF(supcom1) and the Arm Commander in one package?
also the samething for the Cybran and Core Commander.
(thus the phase between Supcom1 and Total Annihilation)
thats the start of it, the Aeon commander needs to be complete different and not soft like it is now.
well not maybe the best post to look for some modelers but i hope that someone likes the challenge in it.
Cheers|||the thing that makes it more of a challenge, is simple.
In Supreme Commander, the Infinite War is at its starting phase, Supcom2 somewhere further on.. (no idea why they are that much weaker compared to supcom1 though) and there you have 3 faction, UEF, Cybran, Aeon(Illuminate)
UEF is most likely the Arm, Cybran the Core, that leaves the Aeon, and Totala has not realy a timeline/story, so what happend to the Aeon?
the part here is to replace the Aeon with a different look on it, not cuddle able and sweet, but more with a feeling that there is a war going on, UEF and Cybran is known where they are going at, so thats where they are going, and the Aeon face Annihilation or Domination/Supremacy and Total Annihilation's story is somewhere else, so the plan with them is, make it like that, fearful and powerful.
so what would you do with the faction?
the things i had in mind where the pods of the Wilfindja, use them more in the side, own small part of the research tree, like shields, and combine the commander with the Universal Colossus (http://fc06.deviantart.net/fs25/f/2008/170/d/e/the_colossus_by_noah_kh.jpg something like this) and make it a mobile base, so power generators, metal makers and more on it, and weapon systems on it (btw, on the picture, don't mind the elf, he likes to watch.)|||So if you are interested, leave a message here,
it requires a lot of creative modeling for the Illuminate faction,
also the idea seems to me that making the jump to Total Annihilation give's options for creativity.
experimentals are going to be kicked, mainly because an experimental unit... doesn't belong on a battlefield, for that part there is an Adv tree in Totala, (Pyro, The Can/Sumo, Reaper, Shooter, Maverick(?), Zeus(?), and of course the vehicles, Naval and Aircraft
[(?) Animated, both grasp for there guns, so if thats possible, those to! ]
[FA] New Modeler Looking for Non-Official Work
First off, let me say that I'm overjoyed that FA is still being modded; I thought that it would die out with the release of SupCom 2.
Secondly, I'm looking to start working on some models for FA, but considering my past projects I do not wish to accept any official jobs because I have given up very easily in the past.
So if anyone has some concept drawings that I could use to improve it would be greatly welcomed.|||Wish I could get something for you, but I'm still struggling on finding the time to work on my stuff, not to mention how the heck what's in my head will even work!
|||Portal they say its a mess and not boned (dont know what that means)
viewtopic.php?f=7&t=50002&hilit=fireant
would you consider taking a look ?|||CanRaps|||Surely the albedo and normals would be ok with a bit of conversion... so texture wise it would be a case of doing a new SpecTeam map. Doing bones doesn't take that long (compared to modelling / texturing), but the biggest thing is probably the animations.
But tbh it doesn't look that good really, it's certainly not on par with GPG's stuff.|||Sam37
Secondly, I'm looking to start working on some models for FA, but considering my past projects I do not wish to accept any official jobs because I have given up very easily in the past.
So if anyone has some concept drawings that I could use to improve it would be greatly welcomed.|||Wish I could get something for you, but I'm still struggling on finding the time to work on my stuff, not to mention how the heck what's in my head will even work!

viewtopic.php?f=7&t=50002&hilit=fireant
would you consider taking a look ?|||CanRaps|||Surely the albedo and normals would be ok with a bit of conversion... so texture wise it would be a case of doing a new SpecTeam map. Doing bones doesn't take that long (compared to modelling / texturing), but the biggest thing is probably the animations.
But tbh it doesn't look that good really, it's certainly not on par with GPG's stuff.|||Sam37
Issues with 3D Max Import / Export
I've recently been messing with the unit LOD XEL0305 (UEF T3 Assualt bot) and have discovered that just simply importing and directly exporting the model without altering it rotates the unit 90 degrees. (as if the unit were laying on it's face)
Normally I can correct for this by rotating the LOD's master bone 90 degrees in relation to the gameworld. However it seams that despite such corrections, the units orientation is always laying on it's face once imported into the game.
I'm not sure if this is an issue with the unit's LOD, the Max exporter or if there is something about the unit in game that causing the LOD to be spun about. (Script related)
Anyone run into something similar with this model?
Resin|||Wow thanks for the OVERWHELMING support here....
Anyways.... I've localized the problem to the unit aniamtions. Seams that they are somewhat disjointed and have many errors. While the unmodified version of the unit manages to work, soon as it's breathed upon, the bones get outa wack.
I'm guessing that the units animation was not done off the original model but from another template and maybe later discarded at some point. One of the main telling signs is that on the unit walk animation some of the bones were renamed and repositioned.
Example: AttachPoint was Attachpoint_01...
Resin
Normally I can correct for this by rotating the LOD's master bone 90 degrees in relation to the gameworld. However it seams that despite such corrections, the units orientation is always laying on it's face once imported into the game.
I'm not sure if this is an issue with the unit's LOD, the Max exporter or if there is something about the unit in game that causing the LOD to be spun about. (Script related)
Anyone run into something similar with this model?
Resin|||Wow thanks for the OVERWHELMING support here....
Anyways.... I've localized the problem to the unit aniamtions. Seams that they are somewhat disjointed and have many errors. While the unmodified version of the unit manages to work, soon as it's breathed upon, the bones get outa wack.
I'm guessing that the units animation was not done off the original model but from another template and maybe later discarded at some point. One of the main telling signs is that on the unit walk animation some of the bones were renamed and repositioned.
Example: AttachPoint was Attachpoint_01...
Resin
[SC2] Icon Texture Format?
After reading the forums, I could not find the answer to this question…it could be there but I may have overlooked it. In that case, Opps.
Anyways, I’m using Photoshop with the Nvidia plugin and I’m attempting to create a new icon for a new unit that I made. I loaded one of the icons, added a Nuke symbol, and was attempting to save. In order for it to show up normal, what format should you put the icon in? DXT1 No alpha? DXT5 Interpolated alpha? Any one of the several more options….lol?
Thanks,
~Cpt_USMC
lol...Ok so I tried half the items in the save format and still NADA. What do the Settings Need to be?
DXT1 No alpha?
DXT5 Interpolated alpha?
2D Texture?
Volume Texture?
Generate MIP maps
Use Existing MIP maps?|||Sorry I haven't really tried any of this in SupCom 2. In FA it doesn't seem to matter how you save it, as long as it has an alpha... or at least I haven't had to think about it too much.
Are you sure the icon gets loaded in the first place? Have you tried placing some random stock icon there and see if it shows correctly, just to know you get yours in game at all?|||its 32bit A8R8G8B8, 2D Texture , no MipMaps and you want the size to be 58x58
|||In its file path:
.scd\textures\ui\common\icons\hud\pc_units\.dds
Before adding any Icon.dds to this folder, the icon in the new unit's hud menu is blank. Than I copy, paste, & rename a pre-existing icon, add it to.scd in the above path...this loads properly. I can do this for any pre-existing icon.
Than, for formatting purposes, I open the original pre-existing icon in Photoshop CS2. I do not change the image in any way. Save it with the Nvidia dds plugin as.dds, than add this saved filed to .scd in the above path...depending on the format it loads fuzzy or pixilated.
I mean the image is there, its just messed up.
Any Ideas? 
lol ... faces are fun.
*Edit* Thanks liveordie, Those settings worked.
|||No problems


Thanks,
~Cpt_USMC
lol...Ok so I tried half the items in the save format and still NADA. What do the Settings Need to be?
DXT1 No alpha?
DXT5 Interpolated alpha?
2D Texture?
Volume Texture?
Generate MIP maps
Use Existing MIP maps?|||Sorry I haven't really tried any of this in SupCom 2. In FA it doesn't seem to matter how you save it, as long as it has an alpha... or at least I haven't had to think about it too much.
Are you sure the icon gets loaded in the first place? Have you tried placing some random stock icon there and see if it shows correctly, just to know you get yours in game at all?|||its 32bit A8R8G8B8, 2D Texture , no MipMaps and you want the size to be 58x58

Before adding any Icon.dds to this folder, the icon in the new unit's hud menu is blank. Than I copy, paste, & rename a pre-existing icon, add it to

Than, for formatting purposes, I open the original pre-existing icon in Photoshop CS2. I do not change the image in any way. Save it with the Nvidia dds plugin as




*Edit* Thanks liveordie, Those settings worked.


[SC2] animations ported to FA not playing properly?
Title says it all really. when i port over unit animations from SC2 they either don't play at all, or play really messed up in FA. Any idea what gives?|||Have a look at the other threads for porting Sup2 units to FA - I'm sure someone has found and solved this already.|||err, got some thread titles for me to search for?|||You're the one making this, not me.|||I think Gniarf made some kind of animation converter, as well as a normal map converter. Don't have a link, use google to search the forums.|||You can find the converter in the FA Expansion thread... somewhere...
What unit are you porting?|||I'll just move this to the appropriate subforum that happens to have 'Animation' in it's name...
Thread Moved
Mike
What unit are you porting?|||I'll just move this to the appropriate subforum that happens to have 'Animation' in it's name...
Thread Moved
Mike
Rolling Wheels
Hello, anyone know how to do rolling wheels for units (I mean rooling textures for wheels).|||Well really the same way you do tracks, you won't be able to show a rim spinning or anything thought, but as far as the tire thread itself that is easily doable in teh same fashion as tracks, anything futher would have to be done via script rotators and some way to activate them as the unit moves or soemthing.
Mike|||I think you should make a rolling wheel animation and use AnimationWalk script. It's better but lower performance
Mike|||I think you should make a rolling wheel animation and use AnimationWalk script. It's better but lower performance
Blue Channel? Paint.net?
Ello. Im trying to get some new textures for a Units SpecTeam, I got the Alpha layer to work, however Im trying to edit the 'Blue Channel' in Paint.net to add the glowing effect when Bloom Render is on, however I cant seem to find anything relating to the blue channel.
Anyone know how to edit only the blue channel?|||Normal graphics softs should at least let you split an RPG image into separate red, green and blue image. Try locating that, possibly in tools concerning colors.|||Kirvesnaama|||See is paint.net has a users forums you can post this question in... I'm sure they do.
Resin|||There is a good topic in another forum about it. Look http://forums.getpaint.net/index.php?/t ... l-editing/|||fredericck|||The funny thing is, if you look at that thread, I think it may well be Brandon posting there anyway.|||Sam37
Anyone know how to edit only the blue channel?|||Normal graphics softs should at least let you split an RPG image into separate red, green and blue image. Try locating that, possibly in tools concerning colors.|||Kirvesnaama|||See is paint.net has a users forums you can post this question in... I'm sure they do.
Resin|||There is a good topic in another forum about it. Look http://forums.getpaint.net/index.php?/t ... l-editing/|||fredericck|||The funny thing is, if you look at that thread, I think it may well be Brandon posting there anyway.|||Sam37
[SOLVED] [SC/FA] Blender : Uv mapping problem
Hi !
I've follow this tuto -> http://forums.gaspowered.com/viewtopic.php?t=18548 But when i apply the texture to the unit, the same texture is applied entirely on every faces instead of to be stretched over the 3D model
What i have missed please ?
Thanks|||So....you found the tutorial in the Modeling Subforum, but then posted an issue regarding its subject in a different forum?
*sigh*
Thread Moved to the proper Subforum.
Mike|||It sounds like you don't have the UVs done properly, but you'll need to provide some more info, could you post some screenshots?|||This morning i have redo my UV but this time i have changed the "unwrap" option in the Uv calculation tab. I put it on "conformal" instead of "angle based" and tadaa! The texture is correctly applied in Blender....but not in game
any idea ?
PS: You can see here a screenshot of my texture problem :
|||Are you sure it looks ok in Blender? what I mean is, do you have it showing ok on the 3d model in textured mode?
Btw the automatic UVs in Blender are rubbish in my opinion, they can get you started but I always end up having to manually tweak almost everything to get it right.
Could you post a pic of your UVs with the texture as a background?
Like this:
|||Quote:|||Oh yeah, blender doesn't like .dds files so you'll have to open them in photoshop or something then save a copy as a more common image format (I use .png myself).
After saving ueb4201_albedo.dds as a png and importing it to blender you should get:

Also, the model needs to be selected when you import the image. Only faces that where selected will have the texture showing on them, otherwise they will show up as bright white, or in rare cases, bright pink like yours (not sure why). So if you want the whole model to have the texture like above just select all of the faces with A then import the image into blender.|||Sam37|||Do what? show the texture on the model?
It should, XSI has a tone of different view options as well.
Mike|||Umm of course 3DS Max can do that! Just get the 3ds max dds-plugin so you can use the dds straight off.
Make a material with the maps you want (at least apply the albedo to the diffuse map if you don't care about normals or spec), using the bitmap option and selecting the dds. Then drag and drop the material to your objects (you can select all and apply to selected), then select the option to view the material in the viewport with hardware maps (it's the blue-white/purple-white checkerbox icon).|||That's it, i have retry today with a .png and i can see the texture on the model. But my unit looks like that again : http://img541.imageshack.us/i/myunitbaduv.jpg/|||Could you post a pic with the actual UVs on the right instead of just the texture? The UVs on the right in that image are just drawn onto the texture, you can even see them appearing on every face.
I suspect you actually had the UVs done correctly and exported them to that image, but have now accidentally removed the real UVs from the model and haven't realised.|||Hello
A few days ago, i have decide to return to the basics so i've use a simple mesh (the default cube in blender) then (after verified it can be construct in the game) i imported it into blender then i have follow the classic process to do an UV :
- mark seams
- unwrap
- selection of the uv then exporting the image
- editing with gimp (apply a few colors)
then i have open the texture in blender and applied it to my cube... my texture is properly applied :

So i copy the image, transformed it in .dds format and used it in my unit folder to see the render in game :

We can see here that the full texture is apply on all faces (so it's my initial problem)
So i return into blender to find the reason of this problem (not logic that the texture is well applied in Blender and not in game). I have randomly trying something... i have check the "UV" in "renderLayer" (in the outliner) (we can see in the first picture this checkbox is not checked) and i have exported again my cube and tadaa! :

Later i opened anew Blender and imported my cube but instead of see the uv as i create (first image) in cross shape, i get this :

What happened to my UV?
thank you|||Tbh I wish I could help further but I just don't know what's causing that
. Someone like Pureon could probably answer that but I haven't seen him around for a few months.
The only thing I can think of is that you've maybe not remembered to save at the same time as you ran the exporter, because exporting it to .scm doesnt save your original blender file.
For example if you opened your blend file, made a load of changes to it, then exported it to SC and closed Blender without saving the file.. the blend file would still be old.
But tbh that's probably not the issue anyway.|||I just tested to import my mesh with the Blender 2.47 and it is working!
It seems there is a version bug (not work with the 2.44)
note to myself: don't work with many version of a software
therefore my problem is completely solved. (i can't believe it
)
Thank you all of you to helping me!
I've follow this tuto -> http://forums.gaspowered.com/viewtopic.php?t=18548 But when i apply the texture to the unit, the same texture is applied entirely on every faces instead of to be stretched over the 3D model

What i have missed please ?
Thanks|||So....you found the tutorial in the Modeling Subforum, but then posted an issue regarding its subject in a different forum?
*sigh*
Thread Moved to the proper Subforum.
Mike|||It sounds like you don't have the UVs done properly, but you'll need to provide some more info, could you post some screenshots?|||This morning i have redo my UV but this time i have changed the "unwrap" option in the Uv calculation tab. I put it on "conformal" instead of "angle based" and tadaa! The texture is correctly applied in Blender....but not in game


any idea ?
PS: You can see here a screenshot of my texture problem :

Btw the automatic UVs in Blender are rubbish in my opinion, they can get you started but I always end up having to manually tweak almost everything to get it right.
Could you post a pic of your UVs with the texture as a background?
Like this:

After saving ueb4201_albedo.dds as a png and importing it to blender you should get:

Also, the model needs to be selected when you import the image. Only faces that where selected will have the texture showing on them, otherwise they will show up as bright white, or in rare cases, bright pink like yours (not sure why). So if you want the whole model to have the texture like above just select all of the faces with A then import the image into blender.|||Sam37|||Do what? show the texture on the model?
It should, XSI has a tone of different view options as well.
Mike|||Umm of course 3DS Max can do that! Just get the 3ds max dds-plugin so you can use the dds straight off.
Make a material with the maps you want (at least apply the albedo to the diffuse map if you don't care about normals or spec), using the bitmap option and selecting the dds. Then drag and drop the material to your objects (you can select all and apply to selected), then select the option to view the material in the viewport with hardware maps (it's the blue-white/purple-white checkerbox icon).|||That's it, i have retry today with a .png and i can see the texture on the model. But my unit looks like that again : http://img541.imageshack.us/i/myunitbaduv.jpg/|||Could you post a pic with the actual UVs on the right instead of just the texture? The UVs on the right in that image are just drawn onto the texture, you can even see them appearing on every face.
I suspect you actually had the UVs done correctly and exported them to that image, but have now accidentally removed the real UVs from the model and haven't realised.|||Hello
A few days ago, i have decide to return to the basics so i've use a simple mesh (the default cube in blender) then (after verified it can be construct in the game) i imported it into blender then i have follow the classic process to do an UV :
- mark seams
- unwrap
- selection of the uv then exporting the image
- editing with gimp (apply a few colors)
then i have open the texture in blender and applied it to my cube... my texture is properly applied :

So i copy the image, transformed it in .dds format and used it in my unit folder to see the render in game :

We can see here that the full texture is apply on all faces (so it's my initial problem)
So i return into blender to find the reason of this problem (not logic that the texture is well applied in Blender and not in game). I have randomly trying something... i have check the "UV" in "renderLayer" (in the outliner) (we can see in the first picture this checkbox is not checked) and i have exported again my cube and tadaa! :

Later i opened anew Blender and imported my cube but instead of see the uv as i create (first image) in cross shape, i get this :

What happened to my UV?
thank you|||Tbh I wish I could help further but I just don't know what's causing that

The only thing I can think of is that you've maybe not remembered to save at the same time as you ran the exporter, because exporting it to .scm doesnt save your original blender file.
For example if you opened your blend file, made a load of changes to it, then exported it to SC and closed Blender without saving the file.. the blend file would still be old.
But tbh that's probably not the issue anyway.|||I just tested to import my mesh with the Blender 2.47 and it is working!
It seems there is a version bug (not work with the 2.44)
note to myself: don't work with many version of a software

therefore my problem is completely solved. (i can't believe it

Thank you all of you to helping me!

Texturing in 3ds max
I want to make a unit for supreme commander and/or FA. The point is I can't work good with blender
, and for as far as I know 3ds max 9 doesn't support .dds format images. How do I texture the model now? Please help.|||You do have the nvidia dds plugin for 3DS Max? It speaks of older versions but it has worked for me in the past and now.|||It doesn't seem to find 3ds max, when I use the installer and select the path of 3ds max it says that it couldn't find 3ds max there. Maybe becouse it isn't for 3ds max 9?|||No, its because you have to manually identify the path for 3DS Max.|||I do change the path to my 3ds max installation folder, but it just says that it's unable to locate 3ds max in the path I've selected.|||colacan|||Well my fault, I forgot that I named the folder with the installation files also 3ds max 9. So I exadentaly selected that one, without knowing it were my install files. Sorry for that.

(REQ) SC2 Model Importer for 3DS Max
Hello, Im looking for a Plug-in, or something that will allow me to import models from SC2 into 3D Studio Max. Anyone know where I can find one? The Search function isnt helpful.
Thanks in advance.|||Robotronic|||I attempted to use it on 3DS Max 9, But when I attempt to import a SCM file (The SC2 UEF ACU) All I get is an error, and the model cant be imported.
Any ideas?|||I'm pretty sure it's for 3DS Max 10.|||no cause i use 3ds max 9 and it works fine for me, chances are he isn't running the correct script or something but he is obviously doing something wrong.|||I use 2009 and it works. But if I use supcom 1 script first and then attempt to use supcom 2 script, or the other way around, I get script error too. So it only works if I fresh open 3ds max and only use either script on that.|||there's only import there no export?|||Who will finish this now Robotronic wont?
Robotronic
Thanks in advance.|||Robotronic|||I attempted to use it on 3DS Max 9, But when I attempt to import a SCM file (The SC2 UEF ACU) All I get is an error, and the model cant be imported.
Any ideas?|||I'm pretty sure it's for 3DS Max 10.|||no cause i use 3ds max 9 and it works fine for me, chances are he isn't running the correct script or something but he is obviously doing something wrong.|||I use 2009 and it works. But if I use supcom 1 script first and then attempt to use supcom 2 script, or the other way around, I get script error too. So it only works if I fresh open 3ds max and only use either script on that.|||there's only import there no export?|||Who will finish this now Robotronic wont?

Robotronic
Looking for someone to Texture my unit.
Hello, I have made a New UEF T3 Assault bot, and I am looking for someone who would be willing to Texture it for me, since I cannot do it myself.
The two cannons on the side are Gatling Cannons if there is any confusion. If you want to Texture the unit for me, Please tell me ^-^

Its going to be apart of a Mod that I plan to release next week ^^|||Hmm, almost look like you took the Goliath's legs (or just took inspiration from them, I dunno).
I'll take a shot at it if no one does in the next 12 days (going on vacation).|||hmmm....
well i see that you used our Goliath's Legs as inspiration, or just took them and hacked off all the little doodads mike put on them. but i also see a carbon copy of the hands, and shoulders........so..uh...whats up with that mate?|||Yeah, on second thought, I'm not sure I'm comfortable texturing a unit comprised partially of other models unless I have OrangeKnight's permission.|||The legs were used as a Inspiration... But they werent copied. I dont have time anymore to do any of the fine details, and yes, I did use the shoulder and the hands from the Goliath... Thats pretty much all I used from the Goliath model.
Im working on Animations (Death and walking) But they are proving difficult.|||Brandon, I'm glad you liek my work, but don't you think your taking it a little farther than you're saying you are?

(Click for Fullsize)
Theres aseem to be too many things that are EXACTLY the same for it to just be coincidence...
Mike|||OrangeKnight|||Alright, so Brandon was kind enough to send me the Max file for his Bot model, I went and Exported it to XSI and after fiddling with it for a bit I got this;

Anyone find it funny how someone who doesn't know any texturing has a unit with the exact same UV layout mine does?
Mike|||OrangeKnight|||But UVs are tied to the Mesh, how did you get my UV onto your mesh?
Mike|||I cant remember exactly how I did it >.> I had no idea what I was doing, as there is no tutorial on how to texture with 3DS Max, so I was trying each thing to see if it did what I wanted it to do, and as you can see, it was only partially successful.
I just wanted to figure out to texture myself.... Is that wrong?|||brandon007|||Brandon, I'm pretty sure the problem is OrangeKnight doesn't want you copying anything from his model.|||Mooilo|||Heres the new model, Any objections?
|||You might as well just stick your missile pods and those Mongoose (I think) Gatling guns onto the UEF ACU. That way you don't have to animate it, texturing is way easier, and the torso will look better.|||Mooilo|||brandon007|||That screenshot just looks like a UEF ACU with a block over its torso. If you don't want it to look like a UEF ACU make a new head, new legs, and new arms. Otherwise, you might as well just copy it so it looks better.|||Mooilo|||
This look any better to you guys?|||as long as it is original >____>
It looks much better than the acu hybrid...|||DOnt worry, Its original XD The model is there, But it needs work, since I plan to use the Percival Walking, and death animation on it. Only problem with those are, the main body comes down while its walking, so it crouches really low to the ground. I tried a few things to try and get that fixed, But no luck...|||seeing as how you used a titan now, wouldn't it be easier to use the titan animations? also, imo moving those gattling guns onto the "arms" would be better and it would also make it look less like a titan.....|||Is he just using different pre-existing models and reusing large parts of them over and over again?
The two cannons on the side are Gatling Cannons if there is any confusion. If you want to Texture the unit for me, Please tell me ^-^

Its going to be apart of a Mod that I plan to release next week ^^|||Hmm, almost look like you took the Goliath's legs (or just took inspiration from them, I dunno).
I'll take a shot at it if no one does in the next 12 days (going on vacation).|||hmmm....
well i see that you used our Goliath's Legs as inspiration, or just took them and hacked off all the little doodads mike put on them. but i also see a carbon copy of the hands, and shoulders........so..uh...whats up with that mate?|||Yeah, on second thought, I'm not sure I'm comfortable texturing a unit comprised partially of other models unless I have OrangeKnight's permission.|||The legs were used as a Inspiration... But they werent copied. I dont have time anymore to do any of the fine details, and yes, I did use the shoulder and the hands from the Goliath... Thats pretty much all I used from the Goliath model.
Im working on Animations (Death and walking) But they are proving difficult.|||Brandon, I'm glad you liek my work, but don't you think your taking it a little farther than you're saying you are?

(Click for Fullsize)
Theres aseem to be too many things that are EXACTLY the same for it to just be coincidence...
Mike|||OrangeKnight|||Alright, so Brandon was kind enough to send me the Max file for his Bot model, I went and Exported it to XSI and after fiddling with it for a bit I got this;

Anyone find it funny how someone who doesn't know any texturing has a unit with the exact same UV layout mine does?
Mike|||OrangeKnight|||But UVs are tied to the Mesh, how did you get my UV onto your mesh?
Mike|||I cant remember exactly how I did it >.> I had no idea what I was doing, as there is no tutorial on how to texture with 3DS Max, so I was trying each thing to see if it did what I wanted it to do, and as you can see, it was only partially successful.
I just wanted to figure out to texture myself.... Is that wrong?|||brandon007|||Brandon, I'm pretty sure the problem is OrangeKnight doesn't want you copying anything from his model.|||Mooilo|||Heres the new model, Any objections?


This look any better to you guys?|||as long as it is original >____>
It looks much better than the acu hybrid...|||DOnt worry, Its original XD The model is there, But it needs work, since I plan to use the Percival Walking, and death animation on it. Only problem with those are, the main body comes down while its walking, so it crouches really low to the ground. I tried a few things to try and get that fixed, But no luck...|||seeing as how you used a titan now, wouldn't it be easier to use the titan animations? also, imo moving those gattling guns onto the "arms" would be better and it would also make it look less like a titan.....|||Is he just using different pre-existing models and reusing large parts of them over and over again?
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