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 PostPosted: 07 Jun, 2011 
 

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Hi,

http://www.youtube.com/watch?v=1AVBe6NLAGU

WHAT !!! .... i mean ... have you ever seen anything like this before..

Let your minds run wild @ how fookin fantastic this is... the whole world including unit props projectile meshes... THE WHOLE LOT! in 3ds max totally editable, animatable, texturable.

comments?

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 PostPosted: 07 Jun, 2011 
 
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Saying I'm impressed would be an understatement :o


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 PostPosted: 07 Jun, 2011 
 
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It's a full D3D poly export - sorry, yeah, I've seen that before. It's neat, but not too useful unless you're wanting to do some out-of-game renders of an in-game scene (and you'd have to re-texture it to do that), or when there's no model exporter for the game.


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 PostPosted: 07 Jun, 2011 
 
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And what does this have to do with FA? looks like SC2 stuff to me.

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 PostPosted: 07 Jun, 2011 
 

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Hi,

sam37,

it is cool isnt it..

mithy

"not to usefull" huh your joking right.. unless you couldnt see cause its to dark in the video, the units are textured.. only for some reason the sc2 textures are grey when imported into max.. it also exports ALL the textures.. it exports poly's textures and shaders.. to say this is not important is just plain silly if you ask me.. i dont have re-texture it.. the exporter applies all the textures in max automaticly.. no doubt some work needed as im not exactly sure how to import the sc2 textures into max to display correctly.. i notice that they use real tangent space textures also..
im sure you have seen something like this before, however.. you havent seen it on this forum or from this game..

OrangeNight,

it has naff all to do with sc2 i just used sc2 in the example video to demostrate.. "exportation" of sc2 mesh with textures and also the mesh has texture cooridinates.. if i did the video using fa, you would see the prefectly textured unit..
as max displays fa textures perfectly..

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 PostPosted: 07 Jun, 2011 
 
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So seeing as this has nothing to do with either FA or SC2 directly but may be of use to modelers in some way I will move this to the modeling forum.

Thread Moved

And I'm still not seeing the use in this from a modder's perspective, I could already import FA and SC2 .scm files and apply the game textures to them, this has the map(or portions at least) but until theres a proper map Exporter there isn't nothing special about it.

And the reason all the textures appear gray prolly has to do with the TC system they used, you get the same thing with FA models just to a lesser extent.

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 PostPosted: 07 Jun, 2011 
 

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Hi,

yeah but with fa textures with the click of a check box you can correct the white speckles and stuff that appear on textures when imported into max.. so they become perfectly normal and bright.. obviously not with team colours.. but none the less perfect.. did you never see the videos of the rotating units i did.. they were imported into max and displayed perfectly fine..

thread moved.. huh what was the point of that.. it doesnt bother me much, just cant see the point of moving a video thread to a forum where it will hardly be seen.. nice job.

well if you cant see any point in it i guess there isnt any use for it..

i forgot to mention it exports mesh, shaders, textures from almost ANY game... but that isnt really important now is it, also it only shows part of the map because it exports what your gfx card is rendering at the point of export, in others your view, if zoomed out it would exports every mesh texture you can see..

its not important either that you could export any mesh from any game and use that mesh as a template to make your own unit.. which is FAR superior to any drawing or photo.. (if you have a mesh) obviously we cant just export meshes from other games sort the textures to be fa compatable then import them in fa.. copy right would be infringed.. however there is nothing stopping us exporting a mesh and copying it in max.. or blender or w/e

like i say if you guys dont see this tool as important.. thats fine..

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 PostPosted: 07 Jun, 2011 
 
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Domino wrote:
yeah but with fa textures with the click of a check box you can correct the white speckles and stuff that appear on textures when imported into max.. so they become perfectly normal and bright.. obviously not with team colours.. but none the less perfect.. did you never see the videos of the rotating units i did.. they were imported into max and displayed perfectly fine..

I don't know for Max, but in XSI everything worked just fine out of the box really.

Domino wrote:
thread moved.. huh what was the point of that.. it doesnt bother me much, just cant see the point of moving a video thread to a forum where it will hardly be seen.. nice job.

Well, Mod Talk is for taking about mods, this is a tool and not a mod itself, it is specifically a graphical tool, so I don't see why it doesn't fit here. Just because something would be more popular or more views elsewhere doesn't change where it's supposed to go.

Domino wrote:
i forgot to mention it exports mesh, shaders, textures from almost ANY game... but that isnt really important now is it, also it only shows part of the map because it exports what your gfx card is rendering at the point of export, in others your view, if zoomed out it would exports every mesh texture you can see..
well thast fair, but I suppose the shader importing only works if there is a suitable preexisting shader in Max? Would something created in Maya for example still export fine? or does it just set up basic shaders and attaches everything automatically? Come to think about it, would the shaders designed for a game's graphical renderer still function in program like XSI/Max? Seems a touch odd to me but again, I work primarily with XSI.

Domino wrote:
its not important either that you could export any mesh from any game and use that mesh as a template to make your own unit.. which is FAR superior to any drawing or photo.. (if you have a mesh) obviously we cant just export meshes from other games sort the textures to be fa compatable then import them in fa.. copy right would be infringed.. however there is nothing stopping us exporting a mesh and copying it in max.. or blender or w/e.

Well, thats great and all, but its not like everyone does that, I mean I suppose some would be okay with trying to make your own model fit with someone else's like that, but for myself I'd much work from scratch. Like with the Basilisk if I had to work from an actual Metal Gear Rex model it would have just been more work than starting from scratch you know?

I suppose something like that could be vaguely useful for some of the TCs people have tried, but only if they wanted to pretty much use everything exactly as already found in another game, and depending on how whatever game's models are set up it could still be boatloads of work to convert them to a format that functions with the Moho Engine. Also differing amounts of details would play a part too. Just because you can use that 10000 triangle soldier model from action game #27832 doesn't mean you should use it as a basic spammable trooper in the Moho Engine. Actually that does kinda bring up a good question, are the imported meshes still set up as they are needed to be for regular exporting or is whatever you're using just taking a snapshot? Like for FA would all the muzzles and such still be present and properly linked up? for other games that use 'proper' Rigs, would those be included or is it just grabbing the meshes?

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 PostPosted: 07 Jun, 2011 
 

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Does this mean we could import SC2 maps in FA ? 8)


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 PostPosted: 07 Jun, 2011 
 
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Krapougnak wrote:
Does this mean we could import SC2 maps in FA ? 8)

......why would it mean that?

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 PostPosted: 08 Jun, 2011 
 

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Krapougnak wrote:
Does this mean we could import SC2 maps in FA ? 8)

Wake me when you can import FA maps into SC2.

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 PostPosted: 08 Jun, 2011 
 

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Hi,

OrangeKnight wrote:
well thast fair, but I suppose the shader importing only works if there is a suitable preexisting shader in Max? Would something created in Maya for example still export fine? or does it just set up basic shaders and attaches everything automatically? Come to think about it, would the shaders designed for a game's graphical renderer still function in program like XSI/Max? Seems a touch odd to me but again, I work primarily with XSI.


ive no idea about xsi, but max can use hlsl shaders, which is what type of shader fa uses.. ive not tried importing a shader into max..

OrangeKnight wrote:
Well, thats great and all, but its not like everyone does that, I mean I suppose some would be okay with trying to make your own model fit with someone else's like that, but for myself I'd much work from scratch. Like with the Basilisk if I had to work from an actual Metal Gear Rex model it would have just been more work than starting from scratch you know?


thats fine and all, your a play it by ear type of modeler and see how it turns out..
in the countless modeling tutorials ive read and completed they all say its better work flow to always use images of the object your trying to model.. there in lies the modeling dilema that its sometimes hard to visualize something in 3d from a drawing.
having a 3d mesh of the object your trying to recreate at the side of your own mesh seems heaps better to me..

OrangeKnight wrote:
I suppose something like that could be vaguely useful for some of the TCs people have tried, but only if they wanted to pretty much use everything exactly as already found in another game, and depending on how whatever game's models are set up it could still be boatloads of work to convert them to a format that functions with the Moho Engine. Also differing amounts of details would play a part too. Just because you can use that 10000 triangle soldier model from action game #27832 doesn't mean you should use it as a basic spammable trooper in the Moho Engine. Actually that does kinda bring up a good question, are the imported meshes still set up as they are needed to be for regular exporting or is whatever you're using just taking a snapshot? Like for FA would all the muzzles and such still be present and properly linked up? for other games that use 'proper' Rigs, would those be included or is it just grabbing the meshes?


well its not as much work as you think.. i think the part that would take most time is the texturing, remember i said when a mesh is exported its texture coordinates and uvmap are also exported intact.. regards to the mesh.. they are exported as a static mesh i guess a snapshot of what you are looking at, no rigs or animations are exported nor are bone names.. so they would need renaming/breaking apart for animation .. when an fa/sc2 export is taken im not quite sure yet if the helpers are exported.. ill do more testing today to see..

when i installed it, i only saw pluggins for 3ds max 8 through 10, once the mesh is imported into max, it can be exported into any format that max can export as.

at the end of the day i guess you dont see this tool as important as i do..
NOT just for fa/sc2 but for gaming and creating new content in general..

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 PostPosted: 08 Jun, 2011 
 

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Hi,

Krapougnak wrote:
Does this mean we could import SC2 maps in FA ? 8)


well ive no idea if when creating a map you can create it in max and import it into the
fa map editor.. if you can do that then i would pressume with some work that you
would export the map mesh from sc2 import it into max remove all the debris and things
that are not needed.. then import that map mesh into the fa map editor..

all that pressumes you can import mesh files into the editor, if you cant then no you cant..

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 PostPosted: 10 Jun, 2011 
 

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Domino wrote:
Hi,

Krapougnak wrote:
Does this mean we could import SC2 maps in FA ? 8)


well ive no idea if when creating a map you can create it in max and import it into the
fa map editor.. if you can do that then i would pressume with some work that you
would export the map mesh from sc2 import it into max remove all the debris and things
that are not needed.. then import that map mesh into the fa map editor..

all that pressumes you can import mesh files into the editor, if you cant then no you cant..


OK thanks for the answer. :)


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 PostPosted: 10 Jun, 2011 
 

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Krapougnak wrote:
OK thanks for the answer. :)


Np, :)

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 PostPosted: 10 Jun, 2011 
 

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Hi,

using the tool, we can get stuff like this easy.. imagine this roaming the maps of forge alliance.. with some uber weapons, sadly its like 9k worth of poly's thats equal to 2 fatboys, i guess that isnt a big deal in terms of poly count..

http://www.youtube.com/watch?v=i7saA6dejEo

This is a mesh i have ripped.. you may reconise it ;) i have quite a few of the others aswell..

here is another.. ;) with a 8k poly count

http://www.youtube.com/watch?v=3B35IOz5HP4

do you still think its a useless tool?

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 PostPosted: 18 Nov, 2011 
 

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I don't know how the FA map editor or if there is even one works, but I do know you can rip Sup Com 2 Maps into models using 3D Ripper DX. I did it ages ago just to see if it worked.


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 PostPosted: 18 Nov, 2011 
 
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ciarlo2006 wrote:
I don't know how the FA map editor or if there is even one works, but I do know you can rip Sup Com 2 Maps into models using 3D Ripper DX. I did it ages ago just to see if it worked.

If you didnt know, DOmino is no longer on the Forums, so this thread is pretty much dead.


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 PostPosted: 18 Nov, 2011 
 
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brandon007 wrote:
ciarlo2006 wrote:
I don't know how the FA map editor or if there is even one works, but I do know you can rip Sup Com 2 Maps into models using 3D Ripper DX. I did it ages ago just to see if it worked.

If you didnt know, DOmino is no longer on the Forums, so this thread is pretty much dead.

Stop posting this kind of stuff, it has little to nothing to do with the thread's Subject.

ciarlo2006 wrote:
I don't know how the FA map editor or if there is even one works, but I do know you can rip Sup Com 2 Maps into models using 3D Ripper DX. I did it ages ago just to see if it worked.

Supcom1/FA use Height Maps to build the Maps, so just having the model with that program wouldn't really be any help for that.

Mike

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