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old Modeling Suggestion

wannabeuk
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Hey,

Ive searched through the majority of the posts here, and ive tried my hand at making a few models for the mod i have planned.

While i can make the model quite easily, ill be damned if i can texture it.

I dont suppose anyone knows of a decent step-by-step tutorial on how to make a model, texture it, and get it ready for use in stranded 2?

Or anyone might be willing to make such?

Thanks

old Re: Modeling Suggestion

Psytechnic
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wannabeuk has written
Hey,

Ive searched through the majority of the posts here, and ive tried my hand at making a few models for the mod i have planned.

While i can make the model quite easily, ill be damned if i can texture it.

I dont suppose anyone knows of a decent step-by-step tutorial on how to make a model, texture it, and get it ready for use in stranded 2?

Or anyone might be willing to make such?

Thanks


A texture itself is simply a picture that you overlay over polygons to "texture" the model. What program are you using to model? Different programs have different methods for handling texturing.

old Re: Modeling Suggestion

wannabeuk
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Im aware of the concepts, just not the practise

I have milkshape, deled, and 3ds Max. However ive only ever edited models before for quick changes.

I was hoping with the models i need being so simple it wouldnt be too hard to knock them up myself.

old Re: Modeling Suggestion

Psytechnic
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Well, if you're using 3DS max, I'm the man to talk to. If you're wanting info on how to do it in DeleD, Vectar's your best bet and plenty of modders here use milkshape.

old Re: Modeling Suggestion

Vectarrio
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I can say that in deled is pretty simple to make simple models. But: cubes, cylinders, have only extreme left/right vertexes. So, if you want to bend some cylinder, you will have to add more cylinders
In deled texturing is very easy. Just select vertexes/faces and click on texture. But to add a texture to DeleD LITE...
There is a button "Material editor".(next after cut, copy, paste, and options).

old Re: Modeling Suggestion

wannabeuk
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I cannot use deled to model for the life of me, its clunky and horrible, i can model fine in 3ds and even managed to texture it, but when i try and move it into deled to convert to a B3D file i loses all textures and sections become unselectable (hence i can only texture the entire object in one img)

Would UV mapping work for this game?

old Re: Modeling Suggestion

Psytechnic
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Hmmm, that's something wrong with the way DeleD imports from 3ds and converts to b3d. But as I've told you before, objects in stranded can be in 3ds format too. building.3ds IS a valid model. there is no need to convert the model to B3d...

old Re: Modeling Suggestion

wannabeuk
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Oh, i missed when you said that.

thats good then, thanks for the help

Edit:

Im still have issues, i have assigned jpgs to materials and added them to the models, i then saved both the models and the jpgs to the gfx folder.

When i load them into game, and i drop them i see the models no problem, but they are untextured. anyone know what ive done wrong?
edited 1×, last 24.03.10 05:09:14 am

old Re: Modeling Suggestion

Psytechnic
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wannabeuk has written
Oh, i missed when you said that.

thats good then, thanks for the help

Edit:

Im still have issues, i have assigned jpgs to materials and added them to the models, i then saved both the models and the jpgs to the gfx folder.

When i load them into game, and i drop them i see the models no problem, but they are untextured. anyone know what ive done wrong?


This is because 3DS only uses relative paths if the texture is within the same folder or a sub folder of the model BEFORE you add it to a material.
For example:
You create a model for a wooden object.
But BEFORE you texture it, create a new folder somewhere for your model and save your untextured model (just the .max file) there.
Then, copy the material into the same folder.
Now, when you add that material to the materials editor, the path to the texture will be stored in the model file relative to the model file's location.
You can now export 3DS TO THE SAME FOLDER as the .max and texture file and that too, will store the texture relative to the model.
Then, you just move the 3ds and the texture to your gfx folder.
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