Hey yo. I got aske for this tutorial so here it is. Showing you all the steps to get your model from 3ds Max to San andreas.
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Original models from Infinity Ward,Capcom,Electronics Arts, Microsoft, Ubisoft and Treyarch,Xnalara and tombraider forums Users(rexil,Oocrofty,fullmon etc)Valve,Gmod and all developers that have created those models! I don't own any credits for those models!!!!
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Only five minutes !! awesome! This tutorial.
ResponderExcluirThx for the tutorial it's the short tutorial video i ever seen xD
ResponderExcluir@Ken @Ryosuke
ResponderExcluirYou're welcome guys.
Yeah, i decided to make it short and go direclty to the point ,so the video would not be boring ^^
Hope to help guys out there.
Good tutorial brother! ;)
ResponderExcluirPlease add Boba Fett skin robe
http://diego4funzone.blogspot.com.tr/2015/06/relstar-wars-repulic-commando-2-boba.html
http://2.1m.yt/ENZNPei.jpg
@Optimus
ResponderExcluirThank you my friend.
Unfortunately, the model from BF3 doesn't have a cape. The guy who ripped the model, tried to get it but it got screwed for some reason.
https://youtu.be/Lt1-ZHXi-tc
ResponderExcluirHi.
ResponderExcluirI've been creating models from sketch up and blender and exporting them for 3ds max, but when i convert them in dff or col the models got screwed.
The sketch up models have a lot of collision bugs, invisible walls where they shouldn't be. Then i learned blender modeling, and the models worked better, but i still keep having collision problems. I found the .obj format can be the best format with the less probabilities of invisible walls. Until now i didn't take the effort to texture the models, only added a unique quick texture in 3ds max just for test the model. But when i decided to begin the texture in blender, and export for 3ds max, the dff conversion went totally screwed.
Also, i converted this scenario http://tf3dm.com/3d-model/cs-747-66453.html but i got a lot of collision problems (i tried to create one unique dff of all the scenario).
Why i'm having those problems? What am i doing wrong. I'm using 3ds max 2012, i think the kams script is from dec 2005.
@yap
ResponderExcluirHi, how are you? :)
Yeah,i have been working with collision files and all i can say is: It's annoying!I tried so many methods to get a .col file ( using 3ds max, blender , zmodeler) and the result is always a surprise,unknown!Most of time they're ok no bugs etc but sometime they're just like you have said ,like if there is a invisible wall etc.The file extension doesn't affect the result but the model itself. The russian guys are speciallist on SA engine, they always get perfect collisions but i never got help from them , unfortunatelly. So my advise is: try every single file you have to see the result. For ex:
I tried once to port dust and dust 2 map extracted directly from CS1.6 and i had collision bugs. But there is a guy on gtainside that ported them and a few others maps from CS without any bug. I can't understand why since the file is the same , textures are the same and the .col properties are the same as mine.
After that i tried to manually make meshes to replace the .col parts and they were still messed up.
Thank you for your answer!
ResponderExcluirI wanted to know if i was making a dumb mistake or something. Maybe is the collision conversor script that isn't perfect. It's made by fans after all. All i can think to avoid that problem is: 1- divide the model into several pieces. 2- Remake a soft-detailed model from the original (sometimes it's necessary because of the ladder surfaces, to replace them by a clean ramp) and make the collision from there.
Cool btw please make kyo xiv mod
ResponderExcluir