View Full Version : 3ds Max: Step by Step tutorials: From 3ds Max to MOW
Here is the tank tutorial for offline reading (pdf).
Maybe I'll write more, if I have the time.
Online versions (wiki, html, whatever) possible.
This depends on the audience. The extra work (formatting etc) makes sense only if comments and discussions (dokuwiki) are used. If that is not the case, The pdf file is enough.
Comments and suggestions welcome.
Link:
http://vertexforge.de/#/content/Tutorials/ (new webpage)
Mirrors
http://www.filefront.com/15534063/SBS_f ... ion02.pdf/ (http://www.filefront.com/15534063/SBS_from_Max_to_MOW_tanks_version02.pdf/)
http://www.filefront.com/15538921/SBS_f ... sion02.pdf (http://www.filefront.com/15538921/SBS_from_Max_to_MOW_tanks_version02.pdf)
http://rapidshare.com/files/347184822/S ... sion02.pdf (http://rapidshare.com/files/347184822/SBS_from_Max_to_MOW_tanks_version02.pdf)
Next one: How to create scheme images and unit icons.
.....later, I'm busy.
Wheeled vehicles
A brief tutorial about the setup of wheeled vehicle. The IK-structure (bone linkage) in particular. It is an addendum to the tank tutorial.
Here is the tutorial:
http://vertexforge.de/#/content/Tutorials/
For those who want to change the layout/formatting:
The source file in OpenOffice format and the linked images are included
Formats:
-MS word
-html
The OpenOffice exporter for the pdf format broke the main table formatting. I don't have access to another pdf exporter or Acrobat. Sorry.
html and all other formats are fine though.
Mirrors:
http://rapidshare.com/files/377308769/t ... hicles.rar (http://rapidshare.com/files/377308769/tutorial_wheeled_vehicles.rar)
Datsun and m1025 (humvvee) model and textures by Wilson.
Looks like even I can learn to do models now. Thanks. I am not sure how long it will take to do but it does not feel overwhelming now.
Maybe next game I will have some models done. :grandpa:
Heer_sturmfuhrer
15-11-2009, 23:57
Thanks for your effort in creating this.
Sturm
herr_today
24-11-2009, 10:17
Excellent work, thanks very much
Just wanted to add a thanks for this excellent tutorial. Probably be a while till I try and tackle anything as complex as a tank, but this will no doubt come in handy then, and from the looks of it, even now with some of the info within. :woah:
Steiner8834
06-02-2010, 15:19
Well it looks like the tutoriallink doesnt work anymore. Lets hope you can fix that :D
A temporary mirror:
http://rapidshare.com/files/347184822/S ... sion02.pdf (http://rapidshare.com/files/347184822/SBS_from_Max_to_MOW_tanks_version02.pdf)
Steiner8834
07-02-2010, 15:45
Many thanks
Well it looks like the tutoriallink doesnt work anymore. Lets hope you can fix that :D
The entire download folder has been deleted. Neither by me nor by my service provider.
I have contacted them for the server log file.
The IP of the individual who deleted my files, points to eastern Europe.
Apparently, somebody is not happy with my contributions.
Sorry to hear Crom!
And about that guy, I think it deserves some sort of punishment. I don' t know how, but we must show him that can not remove your work according to his mood. :whip:
Already a lot of people have downloaded the pdf. file, therefore I am making a call to all forum members that have your pdf. tutorial, to post new download links. :beer2: Let's show him :punkl: ! http://i150.photobucket.com/albums/s108/MadCatOmni/Soldiers%20emoticons/soldierg_mg42.gif
New download link:http://www.filefront.com/15534063/SBS_from_Max_to_MOW_tanks_version02.pdf/
Thanks for your support :)
Steiner8834
09-02-2010, 07:58
Yeah lets show this ***** what a strong community we are. :baseball:
Downloadlink:
http://www.filefront.com/15538921/SBS_f ... sion02.pdf (http://www.filefront.com/15538921/SBS_from_Max_to_MOW_tanks_version02.pdf)
Wilson_B
10-02-2010, 21:56
This is just f'ing unbelievable that some people would do this kinda thing...
Could perhaps a complete overview of the hierarchy can be added in the guide? i am confused with how LOD models are placed into it.
LODs link to the parent bone of the bone they instance:
wheelsl
|
--------->wheell1
--------->wheell1_lod1
There is no "master" hirarchy. Every model can vary slightly. There are only key parent bones.
Would you also put in some info about wheeled vehicles? On my BRDM I am currently creating I got to the part where I am not sure what "properties" need to be entered in the wheels.
I don't have the time to write tutorials. Maybe later.
For wheels the ID is and volume name is important. So that they can be damaged and fly off.
Example:
wheell1 bone (name)
poly
ID=wheelright1
Volume name: wheelright1
Look in the vehicle/car.inc files. The definitions in the args segment set the naming for the wheels.
Having some issues with damaged tyre behaviour.
You explain in the wheeled tutorial that the body and pivots of the vehicle should be moved lower on the X_model to get correct physical reaction when tyres deflate. However there appear to be 2 issues with that:
1. Before reading the tutorial, I was trying things out on my own and even without the body being moved down on the X_model, the model behaved correctly when a tyre was shot. The vehicle "sank" down on each tyre that was shot. However, when I started driving with the damaged tyres, the vehicle snapped back to driving as if the tyres are not damaged at all, making it look like it was hovering above ground.
2. When I applied your advice of "sinking the body" down on the X_model it did not correct that. Whenever I start driving with damaged tyres, it simply starts hovering again. Bumping into any obstacle however makes it react properly to again, until I start driving.
Check your ik-structure/links and the body_b(reak) and body_r(epair) animations. If available.
For the IK the standardparent/children relationship is:
Basis
|
pivot_front
....
pivot_back
...
body
...
If that doesn't work, add support bones to the tires.
I have this "hover" bug too sometimes. on standard vehicles though. Never saw it on x_states.
In most cases, the support bones solved it.
http://img28.imageshack.us/img28/5499/hierach.jpg
This is how my setup looks like. I assume it is correct, because I closely followed an example file, and as long as I do not drive after a tyre was damaged, the model behaves physically correct.
Going to try the support bone thing now.
Using support does not work either. I noticed that they appear to offset the vehicles hover height depending on how high they are. Placing them at 0 height caused the vehicle to float even higher, right at the start when driving.
Using support does not work either. I noticed that they appear to offset the vehicles hover height depending on how high they are. Placing them at 0 height caused the vehicle to float even higher, right at the start when driving.
If wheelright... is the volume of the right wheel, according to your structure picture, remove it. There are no volumes on x-models.
If wheelright... is the volume of the right wheel, according to your structure picture, remove it. There are no volumes on x-models.
Are you really sure? Because I think wheeled ones do actually have volumes for wheels on X_models. I checked the def files for some wheeled vehicles and they have volumes for wheels. Also in the editor, if you use ALT-V to see volumes, you can see that a damaged tyre switches to a smaller volume (of the X_model).
Def file of the sdk222_x:
{game_entity
{Extension "sdkfz222_x.mdl"}
{Volume "wheelleft1"
}
{Volume "wheelleft2"
}
{Volume "wheelright1"
}
{Volume "wheelright2"
}
}
It was just a suggestion. Try what works on your model.
You can also keep the standard wheels and apply a damaged texture.
The wheeled veicles tutorial link is'n working :(
PS:
Thanks on such a great tutorial.I m modeling Ford model A now.Here you can see the work
http://img28.imageshack.us/i/52300926.jpg/
The link is dead because I canceled my web-space subscription. I can send it to you via email.
drop a PM if you are still interested.
Cromtec has been so kind to send me a link for the download of his Wheeled vehicles tutorial, while he looks for another internet provider to make again accessible to all his works.
http://rapidshare.com/files/376632413/t ... s.rar.html (http://rapidshare.com/files/376632413/tutorial_wheeled_vehicles.rar.html)
Since I believe that the best way to let these works available to all in the meantime is that all of us contribute with some download mirrors I invite you to host the material and to furnish alternative download links... in a sort of "viral activity".
Whoever wants to help is welcome.
Beginning me:
http://rapidshare.com/files/377308769/t ... hicles.rar (http://rapidshare.com/files/377308769/tutorial_wheeled_vehicles.rar)
;)
Thanks Dilust!
I'm setting up a new site. My plan is to provide some 3ds Max example files because there are none in the exporter package. I used Max2009 to make them. I don't know which version my fellow modders are using. Unfortunately, Max is not downward compatible.
I could make a new example from scratch in Max7 but this would take a while.
So, which version is it going to be?
You could export them in a format that has been around since the beginning such as .obj or .3ds
Yes, but then you would only get the model and the texture, no links, defifnitions... Nothing export ready.
Right. I was not aware of this fact. :blabla:
Tutorials are back on line.
http://vertexforge.de/#/content/Tutorials/
sdkfz7 and T-35 3ds Max 2009 source file available for download.
asifkhan
19-12-2010, 17:22
many thanx cromtec..would learn a lot from these tuts.. :love:
.....
hi
any one please what is the upper limit of poly count for infantry weapons, :|
MefistoCZ
04-09-2011, 15:30
anyone has a croms fortification tutorial???
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