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3DS Max Buildings Setup [message #448745] Mon, 13 June 2011 13:45 Go to next message
Aircraftkiller is currently offline  Aircraftkiller
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Here's a preview of the buildings-setup file for 3DSM 8.

http://www.3dholmes.com/images/APB/buildings-setup.jpg

http://www.3dholmes.com/images/APB/buildings-setup1.jpg

http://www.3dholmes.com/images/APB/buildings-setup2.jpg

http://www.3dholmes.com/images/APB/buildings-setup3.jpg

As soon as I put in the Construction Yards, Nod Communications Center, and Shrine of Nod, this will be finished and uploaded. Ignore the whitish lines on the GDI Power Plant, that doesn't render properly in Max. It will be an environment shader that makes a reflective shine over the gold plating.

List of changes:

All buildings have had unnecessary vertexes and edges removed. In other places, polygons have been added to give more definition to the vertex lighting. Almost every building has had its triangulation fixed so that the vertex lighting flows more evenly over the structures.

Hand of Nod's arm/hand has been changed to be more like the E3 version from 1999, with more detail and less triangulation. The building has had some texture revisions done to it, further enhancing the E3 style. I also removed the helipad/medical icon on the top of the Hand's flat area, since it's a mess of polygons that causes issues with vertex lighting... And it's just ugly anyhow.

Power Plants have had a minor texture change that utilizes textures in a more logical manner. They also have exterior elevators with vehicle blockers. The elevator "shafts" are welded to the exteriors.

GDI Weapons Factory has been mostly repainted. I got rid of the ugly texture work from the stock buildings-setup and focused on giving it a more "GDI" feel. The previous version was an amalgamation of random textures.

GDI Adv. Comm Center has been repainted and given a rear entrance, and a skylight. All the windows are shatter-able. The front windows break individually.

Repair Facilities have had their unwrapping fixed to utilize texture space efficiently, without having ugly seams in obvious places.

The Nod Airstrip has been redesigned. The ugly texture work of the previous versions has been thrown out. I have replaced the stp_tarmak texture with the runway texture from C&C_Canyon. The Aistrip now has an actual runway with stripes. The generic "ref_cemnt" texture on the edges has been replaced with "pwr_base" which I've mapped meticulously to fit the texture correctly and enhance the edges of the strip. The black ring around the circular landing pad has been given the correct "stp_arrow2" texture.

Both Refineries have had extra detailing added to them in the form of stripes on the "pillar" in the front of the building, replicating the effect of the lit up stripes on the C&C95 Tiberium Refinery. The default texture "ref_corg" has been replaced with "hnd_grill" and "20_gdi_corgat2" so that each team has a color-coded set of corrugated metal on their Refinery. I've also fixed the half-assed pipe sticking into the Refinery so that it doesn't poke through itself anymore. The whole structure should have better vertex lighting now.

This setup includes a pair of barriers with color-coded textures for each team, and a "turret base" from C&C_Land which you could place a Turret upon, giving the defense building a bit more professional appearance.

[Updated on: Mon, 13 June 2011 13:46]

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Re: 3DS Max Buildings Setup [message #448746 is a reply to message #448745] Mon, 13 June 2011 14:00 Go to previous messageGo to next message
Taz is currently offline  Taz
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You should contact Fabian for reworks of some of the Ren buildings. He redid the AGT, Barr and some other buildings.
Re: 3DS Max Buildings Setup [message #448749 is a reply to message #448745] Mon, 13 June 2011 16:17 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I wasn't fond of those, they look completely different and use different textures. Thanks, though.
Re: 3DS Max Buildings Setup [message #448783 is a reply to message #448745] Tue, 14 June 2011 16:07 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Update: I didn't feel comfortable with the Construction Yard layout, so I developed the interior some more. There's extra lighting in the material room (where the rolling door will be, and the spools/wood piles are) so that it's not pitch black in spots. In addition, I've added a hallway that connects to the yard's factory floor next to the non-functional elevator. The hallway I installed makes it so that the ramp in the back doesn't provide prime cover for beacons, and allows you to leave your building in multiple ways. It also decreases the ability to protect the structure from infantry.

I also changed the pointless "windows" that the old CY had above the material room by making it smaller. It now connects to the material room and allows you to see outside from it. However, you can't shoot out that window. I've removed both windows from the renders for the sake of visibility.

http://www.3dholmes.com/images/APB/mgcon_ext.jpg

http://www.3dholmes.com/images/APB/mgcon_ext1.jpg

http://www.3dholmes.com/images/APB/mgcon_ext2.jpg
Re: 3DS Max Buildings Setup [message #448786 is a reply to message #448745] Tue, 14 June 2011 18:16 Go to previous messageGo to next message
Starbuzz is currently offline  Starbuzz
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Hi AK, thanks for your time in doing this. I like the new look of the Air Strip. I always felt it a bit annoying that it didn't have a centre stripe.

Aircraftkiller wrote on Mon, 13 June 2011 13:45

All buildings have had unnecessary vertexes and edges removed. In other places, polygons have been added to give more definition to the vertex lighting. Almost every building has had its triangulation fixed so that the vertex lighting flows more evenly over the structures.


Can you please clarify this sentence for me? For example, I had always noticed a ugly diagonal lighting/texture shade line on the GDI Construction Yard. Here's two SS below. Is this what you mean you have fixed? If so, it's awesome as I always found it a eyesore on this building. Thumbs Up

index.php?t=getfile&id=13508&private=0

index.php?t=getfile&id=13509&private=0



buzzsigfinal
Re: 3DS Max Buildings Setup [message #448787 is a reply to message #448745] Tue, 14 June 2011 18:21 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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That's probably a smoothing error combined with the edges of the polygons not being aligned properly, creating stretched out shadows. I've tried to alleviate that wherever possible.
Re: 3DS Max Buildings Setup [message #448790 is a reply to message #448745] Tue, 14 June 2011 19:33 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Also, I'm just going to rebuild the Nod Communication Center entirely using the pre-release version of the SP Comm Center that I've had from WS for almost 10 years. I have the interior as well. Just needs to have aggregates set up and I'll include it in this setup file with required files.
Re: 3DS Max Buildings Setup [message #448791 is a reply to message #448745] Tue, 14 June 2011 20:27 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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Something you might find useful ACK.

Building Ramps, Nod Shrine, Mut Facility.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: 3DS Max Buildings Setup [message #448792 is a reply to message #448745] Tue, 14 June 2011 21:18 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'll look at the ramps. In all honestly, though, I would probably just design a new set of ramps. It all depends on how much work it would require on my part. Thanks.
Re: 3DS Max Buildings Setup [message #448798 is a reply to message #448745] Wed, 15 June 2011 01:55 Go to previous messageGo to next message
Reaver11 is currently offline  Reaver11
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Cool I would love to see the original nod comcenter.
I tried recreating it once I wonder how far off mine is.

Maybe the beta pack can help you but I guess you have most of that anyways.
http://www.renegadeforums.com/index.php?t=msg&th=35819&start=0&rid=2 2503
Re: 3DS Max Buildings Setup [message #448806 is a reply to message #448745] Wed, 15 June 2011 08:24 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm not talking about the E3 Comm Center. I mean the beta version of the one that exists in-game. I'll show a render of it soon.
Re: 3DS Max Buildings Setup [message #448811 is a reply to message #448745] Wed, 15 June 2011 09:35 Go to previous messageGo to next message
Mauler
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Cannot wait for this, finally a quality structure set up that is in 3DSM!

Thanks! Great work as always.
Re: 3DS Max Buildings Setup [message #448812 is a reply to message #448745] Wed, 15 June 2011 09:36 Go to previous messageGo to next message
Mauler
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Double post sorry

[Updated on: Wed, 15 June 2011 09:37]

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Re: 3DS Max Buildings Setup [message #448834 is a reply to message #448745] Wed, 15 June 2011 19:02 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It is almost finished. I have moved on to the Nod Comm Center and have been finishing up the interior. I deleted the lights that were present in the Max file and rebuilt them. I also used the GDI Barracks AG_3 aggregate that I had been given by WS and used it to build the destruction/PT/MCT aggregates for the Comm Center. As usual, it will be lightmapped.

http://www.3dholmes.com/images/APB/mncom.jpg

http://www.3dholmes.com/images/APB/mncom1.jpg

http://www.3dholmes.com/images/APB/mncom2.jpg
Re: 3DS Max Buildings Setup [message #448854 is a reply to message #448745] Thu, 16 June 2011 12:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Here is the new Advanced Guard Tower. If you look closely, it has some of the details from the original AGT.

http://www.3dholmes.com/images/APB/mgagd.jpg

http://www.3dholmes.com/images/APB/mgagd1.jpg
Re: 3DS Max Buildings Setup [message #448855 is a reply to message #448854] Thu, 16 June 2011 12:12 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Looks nice. I'm assuming you just haven't added the ceiling guns on it yet..?

http://i162.photobucket.com/albums/t263/psuHaTe32_2007/HaTe3.jpg
‘All that is necessary for the triumph of evil is that good men do nothing’ - Edmund Burke
Re: 3DS Max Buildings Setup [message #448856 is a reply to message #448745] Thu, 16 June 2011 12:22 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It isn't in-game. That is a Max render. The guns only appear when the building controller is placed.

Also: It isn't lit with three point lighting. It's using two point. Here's a render with the normal lighting techniques from the other renderings (Since someone mentioned it looked "too dark"):

http://www.3dholmes.com/images/APB/mgagd2.jpg

Bear in mind that the lightness and/or darkness you see in these renders is not representative of the lighting that will appear in-game. These are just quick Max renders with some simple lights thrown in.

[Updated on: Thu, 16 June 2011 12:44]

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Re: 3DS Max Buildings Setup [message #448865 is a reply to message #448745] Thu, 16 June 2011 16:04 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Got the Comm Center in-game. Will probably have to manually add lights so that your character is illuminated with the building, unless Saberhawk gets me that tool which can export WLT data so I won't have to manually place them.

http://www.3dholmes.com/images/APB/mncom3.jpg
Re: 3DS Max Buildings Setup [message #448872 is a reply to message #448745] Thu, 16 June 2011 22:33 Go to previous messageGo to next message
Gohax is currently offline  Gohax
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Are you going to make maps with these buildings in them? I love how they are turning out so far.

http://i453.photobucket.com/albums/qq252/DOT_HaLo/hawke.png
Quote:

·OTBot·Gohax killed beerfull4 (Black Hand Sniper/Sniper Rifle Vs. Deadeye/Sniper Rifle).
·OTBot·beerfull4: see that for sure a auto aim
·OTBot·beerfull4: u know how i can tell
·OTBot·Gohax: LOL
·OTBot·Gohax: how can you tell?
·OTBot·beerfull4: becuz your american and americans are like that
·OTBot·Gohax: LOL!
·OTBot·beerfull4 has left the game.

Re: 3DS Max Buildings Setup [message #448873 is a reply to message #448745] Thu, 16 June 2011 22:49 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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These are being made for C&C_Fjord. I figured I might as well get this out of the way first so I can focus on the level later.
Re: 3DS Max Buildings Setup [message #448908 is a reply to message #448745] Sat, 18 June 2011 19:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Graduated yesterday, but I still have time to spare. Here's the preliminary lighting for the Shrine of Nod. I'm not completely happy with it yet, but it's got the general theme of the building. Omitted are the flares on the spotlights and the dust in the windows - they don't render correctly in Max. You'll see them when I post the W3D viewer light mapped images.

As for changes, I added pads for Nod worshippers to kneel upon before the pulpit. I also took the liberty of vertex matching all of the geometry for the pulpit whereas before it was basically a collection of primitives. I repainted it using almost one texture from the Hand of Nod. I then added some height to the back and put in a door, which leads to a hallway that splits off and allows you to access the basement's missile silo. I tore out the elevator and used the multiplayer building connections to allow the hallway to meet the basement. There is a rear entrance as well.


http://www.3dholmes.com/images/APB/mnshn1.jpg

http://www.3dholmes.com/images/APB/mnshn2.jpg

http://www.3dholmes.com/images/APB/mnshn3.jpg

http://www.3dholmes.com/images/APB/mnshn4.jpg

[Updated on: Sat, 18 June 2011 19:37]

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Re: 3DS Max Buildings Setup [message #448910 is a reply to message #448745] Sat, 18 June 2011 22:19 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Cnc_Pwnr69 commented in IRC that:

[[12:46:am]] <Cnc_Pwnr69> is there really much need for that middle pillar?
[[12:52:am]] <Aircraftkiller> It's the missile silo.
[[12:52:am]] <Aircraftkiller> It's part of the original design. I don't see any reason to remove it
[[12:59:am]] <Cnc_Pwnr69> It just seems so
[[12:59:am]] <Cnc_Pwnr69> obstructive
[[01:00:am]] <Cnc_Pwnr69> like to the main place of worship
[[01:00:am]] <Cnc_Pwnr69> or whatever it is the Brotherhood does.

I decided to remove the missile silo to see what it would look like without it. I rather like it. I'd prefer some feedback before I committed to removing it, however.

http://www.3dholmes.com/images/APB/mnshn5.jpg

http://www.3dholmes.com/images/APB/mnshn6.jpg
Re: 3DS Max Buildings Setup [message #448913 is a reply to message #448745] Sun, 19 June 2011 03:48 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Would probably look the best if the Silo 'pillar' is moved to the back of the room. If that's possible. Maybe place the MCT on the opposite side of the room? It would make it easier to defend the building (e.g. repair) too.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases

[Updated on: Sun, 19 June 2011 04:30]

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Re: 3DS Max Buildings Setup [message #448923 is a reply to message #448745] Sun, 19 June 2011 11:32 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I suppose I can do that. It would require making new aggregates for the interior, but I intended to replace them anyhow... So I suppose it wouldn't be much of a change.

I'll start adding the silos as I have time. It's Father's Day and I'd like to spend some time with my wife and daughter.
Re: 3DS Max Buildings Setup [message #448925 is a reply to message #448745] Sun, 19 June 2011 12:26 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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That said, here's the changes before I take off for most of today:

http://www.3dholmes.com/images/APB/mnshn7.jpg

http://www.3dholmes.com/images/APB/mnshn8.jpg

http://www.3dholmes.com/images/APB/mnshn9.jpg
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