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Author Topic: Cobra6 tutorials  (Read 2705 times)
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masiro
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« on: August 28, 2002, 05:53:16 pm »

Can show us a one gun mod? An exemple of all files involved?
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Cocobolo
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« Reply #1 on: August 28, 2002, 08:58:18 pm »

Cobra- if you want to do a gun tutorial, I'll chip in and add a texture tut and maybe a modelling tutorial to make it one big package.
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masiro
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« Reply #2 on: August 28, 2002, 09:50:04 pm »

No 3Dstudiomax and texturing.  I know too much about it. Just a one gun mod file structure.
Like a brick in game, the files of the brick.
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Cocobolo
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« Reply #3 on: August 29, 2002, 02:49:39 am »

Lol, it wouldn't be just for you, Maisro... We'd add it to the tutorials section for everybody to use.
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Cobra6
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« Reply #4 on: August 29, 2002, 02:54:07 am »

I am off from Friday - Tuesday and back to work on Wednesday, so this weekend is deovted to GR. Masiro I will work on the handgun mod this weekend...and I will make a tutorial on how to start a weapons mod. Actually I will break it down to just the stuff I do then Coco and Mac can add their 2 cents worth and then everyone will know how to make a top quality mod like the DTD Pro Mod Team, or they will see that we are in serious need of professional help  
« Last Edit: August 29, 2002, 02:54:58 am by Cobra6 » Logged
Cocobolo
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« Reply #5 on: August 29, 2002, 02:58:18 am »

...and then everyone will know how to make a top quality mod like the DTD Pro Mod Team, or they will see that we are in serious need of professional help  

I'm one of the bananas right? lol And where the hell is Mac anyway?
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Cobra6
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« Reply #6 on: August 29, 2002, 03:01:52 am »

Shhhh...He's the new guy so he's in the middle
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Cocobolo
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« Reply #7 on: August 29, 2002, 04:26:49 am »

 8)heh heh
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{E}LuSiVe
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« Reply #8 on: August 29, 2002, 07:13:14 am »

 

[the future DTD Pro Mod Team, thanks to the abundance of great tutorials]
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masiro
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« Reply #9 on: August 29, 2002, 08:32:57 pm »

It's great this tutorial thing, I can write one about low polygon modelling in relation with the art of texturing. Also I tried to explain once to Warden Mac the use of semitransparent bitmaps for kick ass scopes.

About the classic handguns, Cobra6, I have the textfiles done, that will give you a lot of information. Making the ammo bitmaps now so check your mail at the weekend.
« Last Edit: August 29, 2002, 11:17:27 pm by masiro » Logged
WardenMac
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« Reply #10 on: August 31, 2002, 04:20:52 am »

LMAO, Im back. Ive been in Haskell Tx at a Federal Prison assisting a new Warden there. Looks like Im gonna be on the road for the next couple of weeks. I take my laptop so I can check on things from time to time but I will be pretty busy. Im home for the weekend catchin up on my consumption of adult beverages  
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WardenMac
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« Reply #11 on: August 31, 2002, 06:44:43 am »

btw, masiro, are you trying to say my models are too high in poly count?  
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masiro
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« Reply #12 on: August 31, 2002, 02:40:31 pm »

No I don't, Warden Mac.

I mean I have  seen to many modelling, with an overdose on details. Mostly by people who start. Meanwhile good texturing is what the guns make look good.

I did send that tranparent scope things to you, did I?

Made this gun now and have to find out how to get it in game.
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WardenMac
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« Reply #13 on: August 31, 2002, 07:42:11 pm »

Im just kidding masiro, hehe. That gun looks good bro. Let me know if you need help getting it in game.
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« Reply #14 on: August 31, 2002, 08:27:16 pm »

what 3d model making thingy did you make that in masiro?? let me gues: 3d max?? isnt there a freeware 3d model making thingy anywhere around?? 3d max is a much to expensive model making thingy i think :-)
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masiro
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« Reply #15 on: August 31, 2002, 08:40:02 pm »

Thank's man, got a lot of questions:
1. Polycounts (this one 504) much or go up?
2. Bitmapsize (this one 512x512)
3. Am I doing something wrong, saving RSB's with alpha channel, or do I have to edit a file like in RS?
4. What is the complete file structure for a kit (gun) to make it work?
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masiro
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« Reply #16 on: August 31, 2002, 09:55:05 pm »

To Raven 2367:indeed, the modelling is done in 3D studioMAX. You are right, it is very expensive, I use the copy we bought at the company where I work.
But 3D moddeling is fun, try it with the software you can find here:
http://www.rhino3d.com/
I liked it very much.
Also you can learn to model with GMAX: a free very much 3dStudioMAX alike program, but with the limitations of exporting to usefull formats.
http://www.discreet.com/products/gmax/
I see it has an exporter to DXF.

note: 3DStudioMax is a very compleet program, it is not made to model a few guns.
It is very strong in 3D animation ( this is really incredible) Also it is very strong in rendering, architects use it to render their AutoCAD designs. We have done this and it's great.
« Last Edit: August 31, 2002, 10:13:02 pm by masiro » Logged
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« Reply #17 on: August 31, 2002, 11:43:52 pm »

masiro:thanks allot masiro. look like great model making thingysanyone who can modhmm just cant get it... If i make a model for a game how do i know how big it has to be. what if i make an M4 as big as the WTC?? how does that work??
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masiro
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« Reply #18 on: September 01, 2002, 06:07:03 am »

scale it down to the right size.
BTW having fun with my new gun, it still is an overwriting version, till I find out how to get the gun work as a mod.

I can submit the gun and it's textures for a new Cobra6 tutorial: get your gun in game.
« Last Edit: September 01, 2002, 06:22:55 am by masiro » Logged
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« Reply #19 on: September 01, 2002, 07:38:51 am »

masiro, I thought you said you sent me the files, lol. Im not sure how to get them transparaent bro. I had the same problem you did.
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