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How to create Formation preview model and texture?
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Beethoven
Vehicle Driver


Joined: 05 May 2015

PostPosted: Tue May 19, 2015 3:01 pm    Post subject:  How to create Formation preview model and texture? Reply with quote  Mark this post and the followings unread

how to create model without 3dmax9 ? because i cant use max for some reason

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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Wed May 20, 2015 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

for making Formation preview model and texture, Tsumetai wrote this:
First, and most importantly for mimicking the formation preview in CnC3, you need to extract two textures from the game: fxformation.dds and fxinterlacedmask2.dds. Making the formation preview can be a bit difficult since the shader won't display it properly in 3DS Max, meaning the only way to know you've got it right is to go in game.

You'll need two unwrap modifiers on the unit model, one set to channel 1, which will be the "wireframe" look of the model, and the other set to channel 2, which will tell it how to display the "scrolling light bar".

More in-depth information here:
Example 1
http://i21.photobucket.com/albums/b258/Senpumaru/FormationPreview1.jpg
Example 2
http://i21.photobucket.com/albums/b258/Senpumaru/FormationPreview2.jpg

(*note: you can achieve the necessary effect for map channel 2 by simply using a UVW Mapping modifier set to "Planar" and streched tall in 'Z', but the UVW Unwrap, like used in the image above, helps display what the end result needs to be.)

Apply the DX shader: DefaultW3DNoFogNoCloud.fx to the model.

Configure it to match this screen shot. The important settings are underlined. Don't have it set to "Allow House Color" even though it's set that way in the sample art. Make fxformation.dds the 'Base Texture' texture and fxinterlacedmask2.dds as the 'Secondary Texture' texture.
http://i21.photobucket.com/albums/b258/Senpumaru/FormationPreview3.jpg

The formation preview model doesn't otherwise need any bones, pick boxes, or anything, just the model. As I said before, the shader won't display correctly in 3DS Max, so you'll need to put it in the game to see if it came out correctly.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Wed May 20, 2015 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

All of the above, except that you can, and should use W3X viewer if you want to preview the model, so you can quickly see what changes if any need to be made.

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SniperWolf
Civilian


Joined: 10 Jun 2015

PostPosted: Wed Jun 10, 2015 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks! Really helpful. Does anyone know how to create the icons on the top of the formation preview for the infantry? The one that looks like a badge?

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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Wed Jun 10, 2015 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

SniperWolf wrote:
Thanks! Really helpful. Does anyone know how to create the icons on the top of the formation preview for the infantry? The one that looks like a badge?


you can edit them in UnitTypeIcons.xml

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SniperWolf
Civilian


Joined: 10 Jun 2015

PostPosted: Wed Jun 10, 2015 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

ravage wrote:
you can edit them in UnitTypeIcons.xml


The xml files refer to the icons in the preview like this. The awakened as an example:

<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FORMATION_PREVIEW"
PortraitImage=""
ButtonImage=""
RetainSubObjects="False">
<Model
Name="FXIMPCYBORG_FP"
ExtraMesh="False" />
</ModelConditionState>

It uses the black hand icon in the formation preview. When not in formation preview, just selected, it displays the cyborg icon. Any thoughts how to make one?

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