Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue May 01, 2012 2:39 pm Post subject:
Tutorial Requests
Subject description: Post all your tutorial requests in this topic ONLY! Do not post them outside it.
Hello everyone,
The Media Hut Tutorials forum is a place to share tutorials only. It is not a place to ask questions, request tutorials or ask where is a tutorial about something. You can ask questions and ask where you can find a tutorial about something at the Media Hut Forum only. If you have any requests for a tutorial, this is the only topic in this forum where you can do it. Simply post your reply with a tutorial request and pray for a good soul to make this tutorial for you. Thanks in advance for your cooperation. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue May 01, 2012 5:59 pm Post subject:
Could somebody create a tutorial about cameo backgrounds? That's a long, long trouble of mine. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Can you explain this a little further?
I doubt you want a tutorial that describes how to take the blank backgrounds, then get the unit in voxel viewer into the right perspective (matching the background) and finally put the image of the unit on the background. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 02, 2012 12:13 pm Post subject:
True, that's not the problem... the problem of mine is to how (where?) to get the blank background from.
OmegaBolt said getting random pics from landmarks are a good way, tho, and since then I had no time to try that out. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
If you want really custom and maybe even interacting backgrounds (means, shadow casting on and half covering the shown unit), then imo the best is to create them in 3d together with the unit model. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed May 02, 2012 12:57 pm Post subject:
Uh-huh, so landscape. Yeah, that was the word I always forgot.
Thanks, it helped. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed May 02, 2012 1:42 pm Post subject:
Of course you can post 3ds max tutorials here. The 3D graphics in the forum rules clearly states it.
And, which video sharing website do you need? Currently we support moddb and youtube. But we can support other video sharing website movies under request. QUICK_EDIT
Can anyone explain to me how to conver voxels into .SHPs? I would like to convert RA 2 / TS units into RA / TD units.
Presumably one can rotate the voxel unit at a given angle and get a desired set of images? If I had 32 rotations of a unit at a consistent angle in .PNG format, I could then easily make a .SHP out of it.
Has this been done? Is it easy? QUICK_EDIT
Can anyone explain to me how to conver voxels into .SHPs? I would like to convert RA 2 / TS units into RA / TD units.
Presumably one can rotate the voxel unit at a given angle and get a desired set of images? If I had 32 rotations of a unit at a consistent angle in .PNG format, I could then easily make a .SHP out of it.
Has this been done? Is it easy?
That would the most obvious course of action.
Another trick I could suggest is after normalizing the voxels. And if you want proper lighting similar to a normal voxel. You could use ROT=1 and TurretSpins=yes on that unit. Then take a screenshot of it for every direction.
Do this for the Turret and the Chassis, For the Chassis you might want to draw out the Shadows as well for later when you'll be converting it into a SHP. _________________ ~ Excelsior ~ QUICK_EDIT
Currently, Banshee is still working on improving VxlseIII. You can at this point convert vxl to 3d using VxlseIII "saves it as .obj I think" but it still has a couple of quirks that he's working on at the moment. Download the application if you dont have it and give it a try. The results arent bad at all as it is now. You can find it in the C&C Tools forum. After converting to 3d, just render them and use shpbuilder to make it a .shp
Make sure to have the latest driver update for your vid card _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Thanks for your guys' replies. I've never done 3D modelling before but I was going to check out Google Sketchup later today and see about designing some units for myself and converting them to .SHP.
But I was wondering, is there a more direct way to just convert a voxel to a .SHP, entering just a tiny bit of information (like, the angle you want so that it's not top-down, and how many rotations, etc.)? I was hoping someone had made an app or feature to quickly do this.
Atomic_Noodles wrote:
Another trick I could suggest is after normalizing the voxels. And if you want proper lighting similar to a normal voxel. You could use ROT=1 and TurretSpins=yes on that unit. Then take a screenshot of it for every direction.
Sorry, I don't know what normalizing means. In what program would I want to be doing this in? QUICK_EDIT
Another couple of ideas that have been trimming around my head lately.
- SHP conversion. My suggestion would be TS to RA2 for these purposes - it's something I can never get right, especially when making an Infantry Sequence from scratch (I blame Technology).
- Altering the lighting for RA2. I don't just mean the ExtraXGlow functions - I mean for the terrain and everything else. Starkku managed to do it for Project Phantom, though I suspect he didn't do that, but altered terrain textures instead. QUICK_EDIT
especially when making an Infantry Sequence from scratch.
Well regarding the sequences, MedalMonkey posted an excerpt from old art(md).ini modding guide a while ago, detailing the infantry sequences specifically. Can be found here. It's pretty straightforward if you ask me.
Sir Shockwave wrote:
Starkku managed to do it for Project Phantom, though I suspect he didn't do that, but altered terrain textures instead.
Combination of that and palette editing. I wouldn't consider palette editing warranting an entire tutorial to itself, considering that simple brightness, saturation & hue changes are trivial enough using various image editing programs, you only need to edit an image with palette applied to it while preserving the palette, and then create a new palette from the edited image. Of course this approach also has it's disadvantages and limitations, so the way to go (and what I've been doing for a good while now) would be creating new terrain etc. artwork from scratch, if the stock game graphics are not satisfying enough.
While it's pretty much impossible to change the actual lighting-related game mechanics, the perception of the in-game lighting is influenced by many things, such as the ExtraXGlow values, map lighting values, VPL color table for voxels, palettes used and obviously the actual graphics themselves. _________________ Last edited by Starkku on Wed Aug 15, 2012 7:40 pm; edited 1 time in total QUICK_EDIT
Combination of that and palette editing. I wouldn't consider palette editing warranting an entire tutorial to itself, considering that simple brightness, saturation & hue changes are trivial enough using various image editing programs, you only need to edit an image with palette applied to it while preserving the palette, and then create a new palette from the edited image. Of course this approach also has it's disadvantages and limitations, so the way to go (and what I've been doing for a good while now) would be creating new terrain etc. artwork from scratch, if the stock game graphics are not satisfying enough.
While it's pretty much impossible to change the actual lighting-related game mechanics, the perception of the in-game lighting is influenced by many things, such as the ExtraXGlow values, map lighting values, VPL color table for voxels, palettes used and obviously the actual graphics themselves.
While possible, things like editing the lighting sound like it could warrant something. Also, things like how big the new texture should be, what format it should be saved under etc, etc. QUICK_EDIT
While possible, things like editing the lighting sound like it could warrant something. Also, things like how big the new texture should be, what format it should be saved under etc, etc.
Well there isn't really 'textures' in RA2/YR in the same fashion as in the newer 3D engine games. While world could definitely do with some sort of terrain-making tutorial, the big problem there would be judging where it stops being solely about TS/RA2/YR terrain-making and going into general image editing/graphics creation etc, considering that's a pretty HUGE part of making terrain graphics. And covering all of that in a single tutorial might just be impossible. _________________ QUICK_EDIT
Terrain making/ editing is basically just editing the images you have with photoshop and other editors. You could try that, or use 3d models. Use the renders of your model and integrate them into your new tmp file. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
what do you want to know about terrain editing? i have been working on new things
Check out my sig, there is a link to some things passed on to me. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Since we're talking about terrains, what are the zdata stuff exactly?
I don't really know about the inner workings of the engine, but to my understanding it's some sort of image mask for drawing engine depth emulation. Basically without proper ZData you get bugs, like clipping and overlapping.
It's automatically generated for flat tiles by TMP Builder. For any tile extra images (or even flat tiles if you insist on using XCC TMP Editor for those too), you'd need to do it manually. TMP Builder does not support manual ZData editing AFAIK. In all WW terrain tiles, extra image ZData consists of white/gray gradients in the shape of the extra image with bright red background when viewed in XCC TMP Editor. I am not sure if it actually requires that special gradient coloring, or is it enough to just use different color for BG, and different color for extra image shape, as I have tiles in my mod that work just fine with such ZData.
This is starting to go way off-topic though... _________________ Last edited by Starkku on Thu Aug 16, 2012 9:36 am; edited 1 time in total QUICK_EDIT
its metal marios that help with the zdata, check out the link i posted in sig. post question on terrain in my sig topic. if Zdata is not present in the tile when you play ingame the new tile appears black somes times or get a funny image _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
So, are there any other c&c related 3ds max tutorials? What about importing scenes to any of the games? What about 3ds to shp? I can't find much. _________________
Scenes are afaik nowhere imported. Especially not in TS/RA2 as there is no 3D data. In the newer 3D engine C&Cs you also don't import a complete scene afaik, but only models that you exported from 3dsmax into the game specific 3d-file-format.
It's basically nothing else than render an animation into single images. Then convert the images with SHP Builder (or XCC Mixer) into an SHP. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Hello there... Well I'm using "C&C: Rewire" terrain (I asked to gangster)... So I like to know if its possible to have blue tiberium trees (those bluish big crystals)... If it's please show me how... QUICK_EDIT
I hope I will not get slapped on the wrist again for posting in a dead thread.
But the subtext told me to post here and no where else, so here goes...
Can anyone help me with a tutorial that helps me to use colorpallets?
I am trying to make a loadscreen but because of the various pallets nothing comeout the way i want it.
example. I am making a dutch loadscreen and I altered the french one using those colors. Now when I try to add a dutch flag they flag turns out gray.
Also while using this in the game itself everyting is way to purple.
Can you tell me what programs you are using & what you have tried so far? This thread might help tho.
A bit off topic but IMO this thread is kinda redundant & its better if people just ask question(s) in the editing forum rather then requesting a tutorial. _________________
Can you tell me what programs you are using & what you have tried so far? This thread might help tho.
A bit off topic but IMO this thread is kinda redundant & its better if people just ask question(s) in the editing forum rather then requesting a tutorial.
I am doing nothing fancy. For the actuall editing i am using photoshop5.5.
And for the rest i use Xcc. I am just having trouble finding tutorials about this. Finding a way how to use the pallet function in xcc is hard, I am still very new to this.
But i'll try the link you gave first. Maybe that will help. QUICK_EDIT
So your problem is not the palette with bad colors in it, but the right usage of XCC Mixer and having the right palette selected for import.
All Palettes for XCC Mixer
In case your XCC Mixer doesn't find the right palettes
XCC mixing 101
In case you have trouble working with XCC Mixer
As an alternative, you can use SHP Builder (see modding Tools). It has a detailed menu when importing images, that allows you to select the palette. Or just copy paste your image into SHP Builder, where SHP Builder would then simply use the selected palette for the currently loaded SHP.
I need a tutorial for creating .shp files for westwood 2D engine games (tiberium dawn & red alert 1). _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Just wanted to request on how to make the same voice and sound quality as in both RA2/TS using sound forge or audacity. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
-google "render sketchup" and use one of the thousand ways to do this (Hint: add the word "tutorial" to your search keywords)
-then create a render setup like described here to make camera and lighting match ingame setup _________________ SHP Artist of Twisted Insurrection: Nod buildings
Request:
How to add a new country and a new country Flag/loading screen in skirmish?
i'm just trying to modified my own Yuri's revenge for private fun used and
please not make it a bit complicated that i'm already confused on should i make a Expand.Mix? or copy all the files in the directory. QUICK_EDIT
Posted: Wed Jan 15, 2020 5:16 am Post subject:
Convert SHP or Voxel Tutorial for Civilization 3
There are not many Civilization 3 veterans left around these days but I see plenty of vets from PPM still thrive in the C&C modding community.
Since some people here have threads about converted units from civ 3 or from mods for civ 3 to use here I was hoping someone can make a tutorial on how to convert SHPs or Voxels from C&C or related games into units for Sid Meier's Civilization 3 conquests.
I have many of the Civilization 3 unit making tools and other graphics third party programs like Gimp, Poser, Paint Shop Pro 9, etc. QUICK_EDIT
Hello, is been a while since I was in this community, vanished for a few years, but now I'm back. So to start my return I'm looking for some Tutorial or explanation about resizing RA2 SHP's to TS size to make them fit in the Tiberian Sun concept. Is there any easy or medium way of doing it without damaging the quality of the SHP's to much? Please if there is tell me the way. Why? Well I'm trying to do some sort of mod for TS. Thanks in advance! QUICK_EDIT
Hello, is been a while since I was in this community, vanished for a few years, but now I'm back. So to start my return I'm looking for some Tutorial or explanation about resizing RA2 SHP's to TS size to make them fit in the Tiberian Sun concept. Is there any easy or medium way of doing it without damaging the quality of the SHP's to much? Please if there is tell me the way. Why? Well I'm trying to do some sort of mod for TS. Thanks in advance!
Minimal effort would be to use SHP builder and play around reducing them by 15-20%, it will definitely lose quality but should be okay at TS resolution. I did this with RA2 explosions and they look fine.
Of course you could always use Photoshop but that requires effort.. _________________
ayylmao on Discord QUICK_EDIT
Hello, is been a while since I was in this community, vanished for a few years, but now I'm back. So to start my return I'm looking for some Tutorial or explanation about resizing RA2 SHP's to TS size to make them fit in the Tiberian Sun concept. Is there any easy or medium way of doing it without damaging the quality of the SHP's to much? Please if there is tell me the way. Why? Well I'm trying to do some sort of mod for TS. Thanks in advance!
Minimal effort would be to use SHP builder and play around reducing them by 15-20%, it will definitely lose quality but should be okay at TS resolution. I did this with RA2 explosions and they look fine.
Of course you could always use Photoshop but that requires effort..
Right... So photoshop wise, you know to do it? Or at least what steps I need to follow? Same goes to vxl's though? QUICK_EDIT
Are there workflow tutorials, for voxel art? I am just getting started with pixel art, hoping it can translate some skills, but have done 3D a lot in the past. What are some common workflows for voxel unit creation? QUICK_EDIT
hello im looking for a tuturial how to make a country flag...i try to make one bybeditig the existing flag and save as newone bu the problem is it turned black and white ingame im using osshpbuilder. QUICK_EDIT
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