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TE-Krogoth


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Post Posted: Wed Mar 14, 2007 5:29 pm    Post subject: Tribes Modeling Instructions
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http://theexiled.pwnageservers.com/file ... ctions.pdf

Here is the table of contents, and the overview.

Table of Contents
Overview
Setting up 3DS MAX
Creating a Weapon
Creating a Pulse Sensor
Creating a Camera
Creating a Generator
Creating an Inventory Station
Creating an Ammo Station
Creating a Flag
Creating a Switch
Creating an Armor
Creating a Vehicle
Finishing Up
Using Your Model in Tribes
Special Thanks
Contact Info

Overview
Let me begin by saying one thing. If your intention is to use this tutorial so that you can create new Happy Flags or some other model in order to give you an advantage, you are pathetic. I wrote this tutorial because there is little to no documentation on Tribes Modeling available. The only information I found was a guide written by Phantom Stranger, but it was very lacking. This tutorial starts off with two step by step guides. The first is a guide on creating a weapon, and the second is on creating a base object, specifically the Pulse Sensor. From these two models, you can figure out how to create everything else in Tribes. I have included instructions on several objects in Tribes, which you can see listed in the Table of Contents.

This guide includes getting animations to work on models that support them.

The instructions below still work, but it would be better if you look at the link above.

Tribes Modeling Instructions
for
3DS MAX 2.5

By: RobinDegen and Krogoth


1. Find 3DS Max 2.5 (Talk to SINISTER on the annihilation.info forum)
2. Install Max (Does not work on XP)
a. If you have XP, get a virtual Pc program and install a different OS. (98 and Millenium Edition work for sure.)
3. Put in the appropriate .dll and .dlo files.
a. http://theexiled.pwnageservers.com/file ... porter.rar
b. The .dll file goes in the 3DS MAX 2.5 folder
c. The .dlo file goes in the 3DS MAX 2.5\Plugins folder
4. Open a Tribes .max model.
a. Can be found in the Tribes Tools Kit ( http://www.theexiled.pwnageservers.com/ ... tools2.zip )
5. Delete the model.
6. Make your own.
a. For multi shape models, you must collapse them into one object.
b. Select all objects.
c. Click the Hammer Tab (Utilities).
d. Click Collapse.
7. Export as .dts
8. Move into Base folder.


Skinning Your Custom Models
by: Krogoth

1. Open your model in a new version of Max (I used Max 8.)
2. Add an Unwrap UVW modifier to your model.
3. Go into sub-object mode and click Face.
4. Press Ctrl+A.
5. Scroll down and click Cylindrical.
6. Scroll down and click Reset.
7. Click Edit.
8. Click Mapping.
9. Click Flatten Mapping.
10. Click Tools.
11. Click Render UVW Template.
12. Click Render UVW Template.
13. Click Save Bitmap.
a. Open the file in an image editting program and design your skin.
b. The skin must be converted to a .bmp file and converted like a normal skin. (see Skinning For Tribes below.)
14. Click File.
15. Click Export.
16. Export as .3ds.
17. Open 3ds Max 2.5.
18. Open a Tribes .max file.
19. Delete its contents.
20. Import the .3ds model.
21. Apply your skin.
22. Export as .dts.


Skinning For Tribes
by: Noxwizard

In Photoshop:
1. Open something you would like to apply the Tribes palette to
2. Click Image, click Mode, click RGB Color. This handles images that are already on indexed color.
3. Click Image, click Mode, click Indexed Color.
4. In the Palette drop down, click Custom
5. Click Load, and browse to the Pal3 palette, you may have to change the file type to .ACT, then click Load, click Ok, and click Ok
6. If you want it to automatically save it for you, do the following after the above steps.
7. Click File, click Save As..., click BMP in the file type drop down, and give it a name
8. Click Save
9. Click 8-bit, if not already selected, click Ok
10. Download the skin tools: http://clante.hostinzero.com/files/Util ... s_lite.zip
11. Extract the contents
12. Put your .bmp files, that you want to convert, into that folder
13. Open Make Skins.bat (Right click it, click Edit)
14. Change those lines so that they correspond to your files. Your current skin name goes on the left side, and your desired skin name goes on the right. They will need the .armortype after the skin name, that way Tribes knows what armor to put it on.
15. Remove all lines starting with "vt" if you do not want them put into a .vol file
16. Put the new .bmp files in your base or base/skins folder



The fruits of our efforts, a custom made and skinned flag:
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TE-4ev3r


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Post Posted: Thu Mar 15, 2007 6:21 pm    Post subject:
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So... basically it repaces the current models with completely different ones? How does it affect moving objects (turrets, pulse sensors, etc)


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TE-Krogoth


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Post Posted: Thu Mar 15, 2007 6:23 pm    Post subject:
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It's just a new model, the same way skins work. I haven't tried animations, but I did find instructions on how to do them.

http://www.planettribes.com/phantomstranger/



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TE-4ev3r


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Post Posted: Thu Mar 15, 2007 6:31 pm    Post subject:
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Oh ok. I just thought it'd be cool to have some custom turrets 'n' stuff. Though it'd be interesting to see how that affects damage radii, (such as making a larger model of a laser)


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TE-Kalidor


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Post Posted: Wed Apr 18, 2007 7:25 pm    Post subject:
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Like.....bahamut size laser-pwning-size-ish that kills everyone with a headshot?
>>;
pretty cool.



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TE-4ev3r


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Post Posted: Thu Apr 26, 2007 9:27 pm    Post subject:
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No, like if you make a larger turret that only can be damaged in the area the normal turrets takes up. (shooting through solid objects)


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TE-Krogoth


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Post Posted: Thu Apr 26, 2007 9:50 pm    Post subject:
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That would be a client problem. I've done that with the T2 ships when I had them in T1, I shot a ship dead on and missed. The server uses the normal models' sizes, unless you're hosting.


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TE-Krogoth


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Post Posted: Mon Nov 23, 2009 10:21 pm    Post subject: Re: Tribes Modeling Instructions
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I updated the original post.


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