Epytron_Omega
Cadet Sophomore
- Joined
- 31 May 2011
- Messages
- 39
Hello everyone,
Here is a tutorial for all of those who want to learn how to convert models into the sins format. I might do a little tutorial later on for creating the textures for the game, but for now, lets just stick with the modeling side.
Firstly, lets start with the basics, Center, Above and Aura points. For this we use the Dummy system provided in Max.
Now onto the weapons part. Sins only allows for a ship to have 3 weapons, Weapon-0, Weapon-1, and Weapon-2. anything else has to be set up as an ability, and that is something for another time. Again, using the dummy system in Max, create the points and place them on the model where you want them to be.
Now we move onto all the other points. This being Ability, Exhaust, Hangar and the seldom used Particles. Same with placing the other points, use the dummy tool to place these points.
Now Specifically for the Particle, I do not have any idea how it works with just putting it in. I have not played with that. Now we move onto linking the dummy points to the mesh for export. Go to graph editors, create new schematic view and link the points to the mesh like such.
Now for the textures. In sins the ships use 3 textures, a CL which is the standard map, a NM which is the Nividia bump map, and DA which is the Alpha map. I will not go into detail here about these, but lets just say you need all 3 for things to look good. you do not actually map the textures to the ship and export, you use the name of the file, for instance fed-Sov-Cl.dds as the bitmap name. Demonstrated below is where you place each bitmap name in the materials section.
Lastly is the exporting. Make sure everything is checked and then export.
I attached the tool for everyone to use. have atcha
Here is a tutorial for all of those who want to learn how to convert models into the sins format. I might do a little tutorial later on for creating the textures for the game, but for now, lets just stick with the modeling side.
Firstly, lets start with the basics, Center, Above and Aura points. For this we use the Dummy system provided in Max.
Now onto the weapons part. Sins only allows for a ship to have 3 weapons, Weapon-0, Weapon-1, and Weapon-2. anything else has to be set up as an ability, and that is something for another time. Again, using the dummy system in Max, create the points and place them on the model where you want them to be.
Now we move onto all the other points. This being Ability, Exhaust, Hangar and the seldom used Particles. Same with placing the other points, use the dummy tool to place these points.
Now Specifically for the Particle, I do not have any idea how it works with just putting it in. I have not played with that. Now we move onto linking the dummy points to the mesh for export. Go to graph editors, create new schematic view and link the points to the mesh like such.
Now for the textures. In sins the ships use 3 textures, a CL which is the standard map, a NM which is the Nividia bump map, and DA which is the Alpha map. I will not go into detail here about these, but lets just say you need all 3 for things to look good. you do not actually map the textures to the ship and export, you use the name of the file, for instance fed-Sov-Cl.dds as the bitmap name. Demonstrated below is where you place each bitmap name in the materials section.
Lastly is the exporting. Make sure everything is checked and then export.
I attached the tool for everyone to use. have atcha