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Re: 3DS Max Buildings Setup [message #448962 is a reply to message #448745] Mon, 20 June 2011 21:43 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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General (5 Stars)
Here is the lighted, in-editor Shrine of Nod interior.

http://www.3dholmes.com/images/APB/mnshn10.jpg

http://www.3dholmes.com/images/APB/mnshn11.jpg

http://www.3dholmes.com/images/APB/mnshn12.jpg

http://www.3dholmes.com/images/APB/mnshn13.jpg

It needs some tweaking, which I will do tomorrow morning. Mainly, that the pulpit doesn't have collision, and the aggregates haven't been exported yet.... Which includes the ceiling lights and anything else that looks awry.
Re: 3DS Max Buildings Setup [message #448978 is a reply to message #448745] Tue, 21 June 2011 08:48 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Fixed up some of the lighting. There are still some minor errors, such as the silo in the upper floor having bad trim on the ground. That needs a material ID change, just forgot to do it. You can't see what I'm talking about in these LEdit shots, but it won't be there for long.

The mesh flickering at the edges of walls was also fixed, except for one area I need to weld again.

http://www.3dholmes.com/images/APB/mnshn14.jpg

http://www.3dholmes.com/images/APB/mnshn15.jpg
Re: 3DS Max Buildings Setup [message #449047 is a reply to message #448745] Thu, 23 June 2011 16:01 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I went back to the old Tiberium model I posted and repainted it in Mudbox. This time I spent more than a few minutes on it. Wink I'm planning on placing this model inside the buildings setup file for release, so that other people may benefit from it.

Here's the model in W3D Viewer with what will likely be test materials applied. The base mesh has a two pass emissive setup, so the second pass is emissive and the first one is not. This allows the "veins" in the sponge to glow. I went with a merger of the C&C95 style Tiberium and the Renegade Tiberium fields, so that it will mesh well inside the field. I may end up painting an emissive map for the Tiberium field texture from Renegade so that it will match the same lighting the sponge and crystals have.

Profile views:

http://www.3dholmes.com/images/APB/tiberium5.jpg

Multiplied in a test field, W3D Viewer:

http://www.3dholmes.com/images/APB/tiberium3.jpg

http://www.3dholmes.com/images/APB/tiberium4.jpg
Re: 3DS Max Buildings Setup [message #449052 is a reply to message #448745] Thu, 23 June 2011 17:40 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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That Tiberium 'Sponge' model might actually look too good in-game compared to all the othe Renegade models. Any chance you gonna release it with a less bland Tiberium Field texture to go along-side it? (iirc that's how it's called). It's the texture applied to the plane you're showcasing that Sponge model on in W3DViewer. The brighter green colour that the Tiberium Crystals on the Sponge model have don't--appear--to contrast nicely with the blander looking dark-with-dark-green texture.

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: Thu, 23 June 2011 17:47]

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Re: 3DS Max Buildings Setup [message #449054 is a reply to message #448745] Thu, 23 June 2011 20:22 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I was planning to "upgrade" that texture by painting an emissive map (generates light) for it, as well as improving the style so it matches my Tiberium.
Re: 3DS Max Buildings Setup [message #449070 is a reply to message #448745] Fri, 24 June 2011 07:58 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I applaud the work you have done improving these buildings and making them better.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: 3DS Max Buildings Setup [message #449074 is a reply to message #448745] Fri, 24 June 2011 09:09 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Thanks, Jon. It's going to require a bit of time before I can get all of the files together. I'm waiting on Saberhawk to finish the light map tool for me so I can release the interiors so that they work correctly (e.g. power states, lighting changes). I don't want to release them until the game recognizes that they're pre-lit.
Re: 3DS Max Buildings Setup [message #449133 is a reply to message #448745] Sun, 26 June 2011 10:59 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Tested a copy of the WLT export tool for Maya 2010 that Saberhawk is working on. He's fixed some bugs, and it exports completely usable WLT files. I have to say, it was nice to be able to export mncom_int_lm003.w3d and have mncom_int_lm003.wlt to go with it. All of the lights were pre-placed in the positions I had them inside of 3DS Max before I exported them to Maya for WLT conversion.

The only thing keeping buildings-setup.max from release is having the light-mapped interiors edited with the light map chunk tool.

[Updated on: Sun, 26 June 2011 11:00]

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Re: 3DS Max Buildings Setup [message #449143 is a reply to message #449133] Sun, 26 June 2011 16:10 Go to previous messageGo to next message
Mauler
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So does this mean that the tool you are you using to export wlt files will also be released to rest of us or what? Cause i sure would like to use it as well.
Re: 3DS Max Buildings Setup [message #449144 is a reply to message #448745] Sun, 26 June 2011 17:01 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm sure he'll release it, but it's not my choice to do so. It would probably require a working, legitimate copy of Maya 2010. Not sure if he'd make a version for 2011/2012.
Re: 3DS Max Buildings Setup [message #449145 is a reply to message #449143] Sun, 26 June 2011 17:04 Go to previous messageGo to next message
saberhawk
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Mauler wrote on Sun, 26 June 2011 16:10

So does this mean that the tool you are you using to export wlt files will also be released to rest of us or what? Cause i sure would like to use it as well.


Sure, just keep in mind that it's specifically for lights created in 3dsmax and exported to Maya via a FBX file. Currently, I can compile it for Maya 2010 (32 bit only) and Maya 2011 (both 32 and 64 bit.)
Re: 3DS Max Buildings Setup [message #449342 is a reply to message #448745] Sat, 02 July 2011 08:39 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Could you add an area to the PP that shows the reactor core?
Re: 3DS Max Buildings Setup [message #449346 is a reply to message #448745] Sat, 02 July 2011 10:27 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I could, but that would require redesigning the interior of the Power Plants, light mapping them again, etc... It's really not something that I feel I will have time for.
Re: 3DS Max Buildings Setup [message #458381 is a reply to message #448745] Mon, 24 October 2011 14:33 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Hey, did you already release this? Or when do you think you will be able to? Smile

https://multiplayerforums.com/uploads/monthly_2018_03/TCW2_Signature.png.6236a0dbc6e1e53472a18fe8cd15e47b.png
Re: 3DS Max Buildings Setup [message #458403 is a reply to message #448745] Mon, 24 October 2011 19:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I never got around to finishing it completely, but I'm sure someone can find it useful.

There's some older texture styles in it that you would need to fix up yourself, and some other assorted items that I might have overlooked. Enjoy!

[Updated on: Mon, 24 October 2011 19:21]

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Re: 3DS Max Buildings Setup [message #458486 is a reply to message #448745] Wed, 26 October 2011 00:23 Go to previous messageGo to next message
crazfulla is currently offline  crazfulla
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http://www.thebodi.hu/img/page/fb-like-button.gif

"GEoDLeto wrote:"

so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released

"halo2pac wrote:"

Unless they are girls, I am not going to bone them.
Re: 3DS Max Buildings Setup [message #458491 is a reply to message #448745] Wed, 26 October 2011 02:47 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Very nice, thanks Smile

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Re: 3DS Max Buildings Setup [message #458987 is a reply to message #448745] Sat, 05 November 2011 19:27 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Flaws:
Textures are not included

Nod Helipad is not in

Flying ramps are not in.


Overall, very nice. I can fix the first two things, but could you export the ramps from fjords?

I am fixing a lot of the problems with the set now, I just need the ramps.

[Updated on: Sat, 05 November 2011 19:34]

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Re: 3DS Max Buildings Setup [message #458988 is a reply to message #448745] Sat, 05 November 2011 20:02 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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As I said earlier, it's released as-is. It was for my purposes initially, so it's going to use textures that I developed. If you want to fix the textures, just use the ones from Renegade, or use the ones from Fjords.
Re: 3DS Max Buildings Setup [message #464634 is a reply to message #448745] Sun, 18 March 2012 14:36 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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This is still out there if anyone is interested in using a Max version of the buildings setup file.
Re: 3DS Max Buildings Setup [message #477652 is a reply to message #448745] Sun, 02 December 2012 18:46 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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I'm compiling a ZIP of these buildings. This new set will include some fixes to the buildings (relating to textures) and flying ramps, which are grouped seperately for convenience. In addition to that, all textures and .w3ds relating to the interiors will be included. Expect it sometime this week.
Re: 3DS Max Buildings Setup [message #477675 is a reply to message #448745] Mon, 03 December 2012 12:02 Go to previous messageGo to next message
roszek is currently offline  roszek
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Recruit
-no message body-

[Updated on: Thu, 06 December 2012 18:36]

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Re: 3DS Max Buildings Setup [message #490005 is a reply to message #448745] Fri, 12 December 2014 20:56 Go to previous message
dblaney1 is currently offline  dblaney1
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Sorry to bump an ancient topic but did you ever manage to get the interior lightmaps to work with both the power on and power off state? Do you have the max files for the interior themselves?
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