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Custom Vehicles
MOD
Written by Slitzerfest   
PART 1 - TEXTURING AND DUMMIES

1. Start up 3ds max. Import the model you want. Now you have to texture it... go to paintshop pro(or anything like mspaint), create your texture, save your file on desktop. Now open an image editing software that has the export .TGA option, and open your image. Export as TGA and you've finished your texture.

2. In 3ds max, open your Material Editor. Click the square beside the Close button (that will make max a window). Make sure your image is on your desktop. Find it, drag and drop the image into your editor (you should now have a textured sphere in 1 square). Then, drag and drop your texture from the editor onto your parts of the model. The model is now textured.

3. You have to create dummies. Go to the animation menu, and click dummy. Create your dummy (about the 1/4 size of the vehicle) Name this dummy "interface_1" - this is the dummy that will let you enter your vehicle. You can put that dummy wherever, as long as you can get in the vehicle (prefferably around the door).

Make another dummy "thruster_1" and put that where your thruster or exaust is gonna be. If your model is going to have more that 1 thruster/exaust, just clone the "thruster_1" by selecting it in the edit menu and you should get "thruster_2", etc.

Create another dummy "primary_1", this is where your gun or shooting point is going to be fired from. Put it in a spot where u think the best spot for the gun would be.

Clone that dummy and re-name it to "muzzle_1", and drag it just infront of primary_1. This is the dummy that lets you see the muzzleshot.

Mmake a dummy named "corona_1", this is the dummy for the headlights or lights. You have to create at least 1 corona dummy for the model to work. You may clone as many as you want to put in selected lights.

PART 2 - COLLISION SPHERES AND EXPORTING

You now have to add collision spheres to each part of the model you want to have hit the ground/walls, etc. If you do not add the collision spheres, your model will not work.

Now, create a sphere and texture it with the texture i told you to create in the beginning. -(any texture will work), and name your sphere to "csphere01", and put the sphere wherever you want the model to collide with the earth. You may size it to whatever your model corner is. Clone as many of these as needed.

Now for exporting... Go to edit, select all. Then go to EXPORT in the file menu. Select RF Mesh (V3D) and export to your C: or main drive.

PART 3 - CCRUNCH.EXE, ENTITY EDITING, and FINALIZING.

1. Ok, i presume you have your ccrunch.exe in your main hard drive directory. (C Now go to START-->RUN-->[and type the command:] c:ccrunch.exe model.v3d

Your model is now finished and it is now a V3M. If your ccrunch says this error: "Chunkifying mesh... ccrunch has did an illegal operation and will now close", then your model has way too many poly's)

You now know your v3m model is in your C: drive, so let that go for now... time for some TBL editing.

2. First u have to add your model and its texture to a mod vpp. Rename your v3m model to Fighter01 if its an aircraft or jeep01 if a land vehicle. This is the name in the entity you are using. Once you have done that, save the file. Now open up your modded RED (running the mod file that you created) and create a Single Player RF Test map for your vehicle. Once created, save. Be sure to add the Fighter01 to the level or jeep01 or watever u happen to be replacing. If you are making a totally new Vehicle on its own, DO NOT make a level first, we must do the Entity before anything.

3. Extract and open entity.tbl, and scroll down to where it shows the Vehicle you are replacing... right now we are going to do an aircraft. Show "Fighter01". Now scroll down to where it says all the "Thruster effects:" and "Corona effects:". Delete every effect exept 1 thruster effect and 1 corona effect. -SAVE. Open up your mod vpp again, add the entity and save.

4. NOW open modded RED and your saved level... if you did not make 1, do so. Add your model as shown in Entity->vehicles. You should now see your model.

5. Save and create your level packfile. Copy and paste the "RF-test.vpp" to usermaps/multi, then go back to RED. Click play level. (be sure to add player start!) You are now ready to test your Model!

6.Good Luck and have fun!

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