Shadows Shady Shipyard

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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ShadowGod56
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Joined: Fri, 13. Jan 12, 01:54

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Post by ShadowGod56 »

so i got board recently, and more board then your average day kind of board and decided to take on the challenge of learning how to use Gmax.

i have been reading tutorials and experimenting about with expnobody style modeling approach for the past weeks, and the fruit of my labor is a Teladi M0 ( couldn't help but go for the big ships first :P ) that i have been calling the Owl

http://imgur.com/a/Zhnpt#0

http://imgur.com/a/OhYG0#2 <- better pictures


Updated Version

http://imgur.com/a/5OQOg#0


obliviously it still needs textured but i plan on working on this till its flyable in the vanilla game, and will use this thread to post other ships i plan on making

on that note does anyone have any personal favorite guides to adding textures to models? preferably how to use ones that are already in the game

any comments or criticisms are appreciated

and of course all credit goes to the original creators of the ships i used
Cadis, Eggosoft ,XTC Team
Last edited by ShadowGod56 on Thu, 5. Apr 12, 02:05, edited 2 times in total.
Brahemino
Posts: 104
Joined: Tue, 15. Jan 08, 23:58
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Post by Brahemino »

Looks nice :) but i strongly prefer USC ships..or Aragon ones....i haven't much enpathy for the lizards.. :)
Last edited by Brahemino on Thu, 29. Mar 12, 09:51, edited 1 time in total.
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Sorkvild
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Post by Sorkvild »

Looks nice :) and I strongly prefer Comonwealth ships....I don't have much empathy for paranoid bigots known as Terrans ..

Matter of personal taste.


Anyways, keep working and some of your ships may be featured in one mod :)
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xTemon
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Post by xTemon »

Looks like you did a good job on it. Gmax is a bit of fun but buggy sometimes I've found, so that's no small accomplishment. The plus side is it's relatively easy to use and learn from and will help prep you for working with newer versions of Max.

Unfortunately Max is entirely corporate now and is endeavouring to find new ways of costing people money by cutting features from the base program and making them rather expensive addons that are-truly-more functional than they were originally from what I've seen.

Better maybe, but that's a heck of an expense from what I've seen, especially when they drop support for 'old' versions as soon as they release the new ones, which is every year at about this time.

I can't afford Max anyway so it's a moot point, but I wish the buggers would drop a new gmax on us without so many restrictions.

I'd happily pay 200 bucks for a slightly reduced feature set and open source friendly, (for add-ons and scripts), version of 3ds Max 8 or 9. I think that was the last time they had a full featured package that wasn't missing animations, IK solvers, texturing, and all the rest that they've all but removed now. 8 would be fine.

I trial tested 11 awhile back-about a year ago-and found it to be limited, cumbersome, and buggy. Didn't like it much.

Slightly off-topic there but you were saying you were learning how to use gmax. :) Not that that'll teach you anything.

Here's the trick to texture mapping.

-use hide to view obstructed areas by removing the stuff in front with poly select. Basically just box select whatever is obstructing your area to work on and hide it.

- Use long more or less straight edges to determine the borders for your texture placement. Essentially if you are fortunate enough-or have designed with intent-to have a division between sides of a model like the center line dividing one half from the other on 0 x, y, or z for example, you can texture on both sides of that line individually and have your texture maps butt up against each other with matching but mirrored textures.

Not sure if that's explained clearly enough, but it'll have to do.

- Texture elements individually by selecting them and hiding everything else.

- Use tga images of the textures you want, (the diffs or specs depending on type of texture), unpacked to an X3 directory in the appropriate area. Documents\X3 Terran Conflict\dds for example, with dbox pointed at it), so you can see the images on the model.

You'll have to open the materials editor and individually point the program at the images. This is why I recommend just Diff or Spec because it can be very time consuming redirecting all and gmax doesn't really see the depth of textures anyway in my experience.

- To input Texture parameters you can delete all textures on the model through the editor, export it to bod format, open with wordpad and copy paste the textures you want. Make sure to number the texture id accordingly and in order and keep the original texture parameters in a wordpad to copy and paste back in later.

The exported textures are not the same as the original. gmax doesn't keep all the parameters. Use fewer textures rather than more. Trim, antenna, plating of 2 different types, exhaust, etc..

Re-import with the added textures, open the material editor and click on the little blue and white icon for each texture referenced to make it visible on the model.

Save as new file.

Select your area by poly and apply a texture. Try a flat surface first and adjust the texture size and coordinates for placement. Practice a bit and figure out the basics then open your save and go from there.
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ShadowGod56
Posts: 50
Joined: Fri, 13. Jan 12, 01:54

Post by ShadowGod56 »

so i have the owls parts aligned where i want them and spent the parts of the last few days removing unnecessary polygons and got them down to a more resonable level.

http://imgur.com/a/5OQOg#0

as for the textures....

i have been reading these guides

http://forum.egosoft.com/viewtopic.php? ... 25#2661525
http://xr3dmod.com/viewtopic.php?f=9&t=4

and what XTemon wrote ( ty for your time btw, it did help out

and i have dbox setup correctly and did some of the stuff that the second guide said but i still am not seeing the textures appear on anthing. i am how ever seeing the models already have the x3materials applied and linked up to textures. so the thought occurred to me that the models should already be textured?right? anyway other then that all i have to do i add in the stuff for the scene file and it should almost be flyable \o/ :D

edit

and now im not able to import the cameradummy and for some reason :/

i figured out what i was doing wrong for the things for the scene file \o/
i had to convert the files i wanted into bob files first! then into bod files, now i just need to figure out why my exporting is not working

i attached all the parts i used and centered the model and made it face the +y axis and attempted to export the model for my body file. it acted like it was exporting and froze for a few minutes, once gmax stopped seizing up i checked where i exported it to and the file wasn't there!? im obviously screwing up somewhere but im not sure where..... :headbang:

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