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TE-Krogoth
Joined: Tue Jun 07, 2005 8:01 am Posts: 2092 Location: Texas
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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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