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S-22

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  1. Where did you get that gun to use in LR3D?
  2. http://www.sxcreations.com/lightray3d.htm Get in 'Download' page and download lr3d134.It's about 1.8 MB.
  3. Where do I get LR3D?
  4. S-22

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    This is not a "Create a weapon model step by step" tutorial but will help you start modelling weapons and other 3D models using simple techniques. General: ------------- There are many methods and objects used to create a model. Some easier some more difficult. First must know how to create objects in LR3D and how to edit them. If you're a n00b first view some tutorials regarding LR3D environment and expiriment(create,modify objects). Also must understand 3D graphics terminology(if you dont know what a vertex is then must educate yourself first.Search the web for 3D graphics related sites/pages). 3D Games Modeling: ------------------------ 3D games modeling is different than other kind of modeling(i,e tv commercials,movies fx etc.). A movie can have a scene consisted of hi-poly models(thousands of triangles or more) rendered in seconds or minutes(or even hours-older times) using high-end machines.Calculations performed for each frame take considerable amount of time. In 3d games all calcs must be performed in real time by an average PC/3dgraphics card several times per second(fps). Therefore: ------------ Models must be low-poly to minimize these calculations. Dont create details that can be achieved using a good texture(image). For instance, is this "tiny bolt" worth modeling(adding more triangles) or should it be drawn in the texture instead? I have seen many models here and there that have so many details that could be easily represented in the texture without any visual difference. Start with the biggest parts of the model and add details later(if needed). Delete triangles that wont be visible. Modeling a weapon: -------------------------- Methods/Object types: -------------------------- Depending on the model and program used: Polygonal modeling using primitives(cube,sphere,cylinder etc.), editing triang les/vertices(move,rotate,scale). Spline: 2d shape extruded to mesh. Use an image as a guide: -------------------------- You can have an image as a guide to trace the weapon's shape. There are three ways to do this in LR3D: 1)Use the environment image(view pan,rotate,zoom action wont have any effect on image.it will always be still). 2)Use the background image(image is rotated,zoomed,moved). 3)Create a Plane primitive,load the image in a material and set material to plane. *I use an image of an existing 3d model rendered in LR3D. *SEE TUTORIALS ON HOW TO LOAD A BKGND IMAGE Let's start with the stock. --------------------------- A) Use a cylinder or box and edit vertices(cylinder is better if we want its sides to look curved). Use an spline and extrude it. A) Use Primitives(cylinder) ---------------------------- 1)Create a cylinder and move,rotate,scale it so that it's aligned(rotated,sized) to image's stock in Front view(see image below). Cylinder Sides:12 Segs:6 - you can have as many as you want but remember to keep triangle count low. 2)Edit cylinder and shape it by moving,rotating scaling vertices. NOTE: scale vertices in local coordinates system Z axis so that vertices wont be scaled in X,Y axes. 3) Last, scale vertices in Top View to properly size the sides of the cylinder. 4)Fini Now, you can continue creating other parts using primitives. i.e cylinder for the barrel, box for the clip etc. This method is about editing vertices and can be applied in any modeling application. Use splines(shape object in LR3D). --------------------- ---------------------- I wont explain here what an spline is, only how you can use it in this tutorial. 1) Create a shape object by tracing the shape of the stock in Front view. Each click in the view is an extra point in the line.In order to close the shape click the last point over the first one OR right click and press Yes when asked to close the shape(ver >=1.3.4). 2)Extruding shape. Go to Modify/EditShape dialog and scroll down to find the Extrude To Mesh section. Set an extrude value(doesn't matter how big, we can scale it later) and number of segments(wrongly typed sections). Press Extrude button to create a mesh out of shape. A dialog will ask if you want the shape object deleted. You can keep it and try extruding again if mesh needs more segments(sections) . Here's the mesh(extruded shape): It looks 'boxy' so we must make it smoother. Select mesh and go to Modify/EditMesh dialog. Get in Edit Vertex mode (press Vertex button) and select middle section vertices. Scale them vertically(Front View, Z world axis, Local coords system). You can also select and move verts instead of scaling 'em. Now, you can continue creating other parts using shape objects.
  5. S-22

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    I would like to add some findings to the tutorial "Creating collision for a Static Mesh" that came with the Spearhead LDK (SDK)! I followed the tutorial the whole way but I couldn't get it to work, this is what I did to make it work. 1) Follow the tutorial step 1-5 but make sure you put the model over the coords 0,0,0 when you start making your collision mask and turn all your clip brushes into detail brushes, the tutorial didn't mention this but when I did it like this it finaly worked. 2) Alternative way to save the collision map! Don't do as EA says, don't delete the actual model. If you keep the model you can use the menu file-save static model, if you use this option it will save the collision map file directly in the same folder as the models tik file. Note: to make this work the models must be in the "static" folder of mohradiant (the quaked statment in the tik must start with static_), after that you can create any subfolders you want. (Note: if you have a custom mod folder set in the project settings for mohradiant it will try and save the file to custom\models\......., if you leave it empty or set it to main it saves it correctly main\models\.......)
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  6. Here's my weapon from scratch tutorial: http://alternation.mohfiles.com/phpBB/viewtopic.php?t=7
  7. Thanks for the help mr Jingles, I ahve photoshop and i want to know how to make a signature like Red Dragon he didn't do that on Photoshop Surely. Thanks Kind Regard RailwayChildrenPeter
  8. I don't see any c () o l sigs in here, but most people use PhotoShop.
  9. Hi all, I know this is nothing to do with the subject but what program did you use to make your C () o L Signatures????????????????? Plz Helpppp Thanks Kind Regards
  10. Somebody can show me a MP5-N model? but only model not skinned here ya go ...... plenty to choose from ....... How do u impor an image onto lightray? check out these forums for all your mohaa lightray questions or answers hope that helps fella's
  11. u create a plane and, iveforgotten how, u attach a texture to it
  12. How do you impor an image onto lightray?
  13. Heres an easy sample how to make fire animation in LR. There is a sticky in tutorials section how to deal with animating bar and editing menu.
  14. Shouldn't this thread be merged with Storm's Modeling Tutorials sticky? We don't really need two of the same.
  15. Any tuts on animating in lightray out there? Also can I sucsesfully do an animation in milkshape and export it to lightray and from lightray to skc? Thanks.
  16. I found yet another tutorial. It uses 3ds max 4, and you will be creating a gun similar to the m16. http://psychokillax.tripod.com/html/weaponmodeling.html SniperMatt
  17. Here is a tutorial aimed for the beginner in us all. It is for Milkshape 3d, and it is very very basic. n00b material here. http://www.geocities.com/trebs_page/tut1.html This is a pic of what I came out with my first time I ever made a model. It is the P88 Pistol in that exact tut, but of course, I had to take it a step further, in 3ds max 4.
  18. handgun tutorial this is aimed for beginners who know nothing about polygon modelling in 3dsmax beratta basics for the lightwave heads outthere
  19. S-22

    资料备查

    Promethias has just started a tutorial on modelling weapons from scratch. Weapon Modelling From Scratch This tutorial is aimed @ LR3D
  20. The player skin doesn't control which weapons you get. It can control which country's weapons you get. If you name your skin's TIK file 'allied_russian_skin name' your skin will be able to chose only russian weapons from the russian pistol through to the russian sniper rifle. There is no way to make a player skin only choose rifles. That must be done server side. I have now posted my skinning guide at http://www.pure-mohaa.co.uk/ if anyone would like it. Just go there and search for 'skinning guide' Update - Since this post the guide has been added to Sgt Kia's links above. Thanks.
  21. ok thanks for this info was very usefull. I run a rifle only server is there any way to alter a skin to offer both british and russian rifles? I understand how to offer them individually but just wondered if you could replace smg for anouther type of rifle? cheers in advance
  22. It's easy to miss something out or to refer to a tga or jpg file by a different name. You're right about the names of files and conflicts. You should always chose different names and the names of your TIK and TIK fps files should always be the same. If you want your custom skin to show up no matter which side you play on you should just duplicate the TIK and TIK fps files and call one ..'allied_Magna_Carta.TIK' and the copy of it..'axis_Magna_Carta.TIK' and the same with the fps files. If you want to always use british or Russian (or even Italian, if you're mad) weapons when you play on the allies than you just need to name your TIK files...'allied_british_Magna_Carta' or 'allied_russian_Magna_Carta' etc. etc I've done a skinning guide with pics and links and a selection of lines you can enter in the TIK and shader files to put on equipment without having to extract the tga files. If anyone fancies hosting it on their site please let me know.
  23. Lots of possibilities there, pls post more details. Some general tips: - make sure the name starts with "allied_" or "axis_" - check filenames and paths for the first skelmodel
  24. i made a skin that you cant see in the multiplayer potions what could be wrong there?
  25. ok....I Figured it out!!...it was my shader....LOL... for anyone who is interested I did the following... 1. I changed the script/*.shader file to contain the appropriate custom textures/*.jpg &/or *.tga file names...I forgot DOH!! 2. I changed the name of the script/*.shader file to a custom name as it casued a conflict with original name. 3. I changed the models/player/*.tik file to to have the appropriate shader members !! 4. I changed the file name of models/player/*.tik to the name that will show in the multiplayer options!! I have 6 custom skins now!!!...thanks to u guy's....hehehehe Whooo....
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