Posted: Fri Dec 05, 2014 11:51 am Post subject:
Generals conversions
Several years ago I converted the Chinese buildings from C&C Generals to Red Alert 2, well I'm now finally going to convert the other sides buildings!
I started with the American command center, only to find that the textures & material settings on the model are a mess, I then soon fond that all the American & GLA buildings have this problem >.>
Unlike the Chinese buildings that were a simple matter of import the model, apply one or two UVW mapped textures & render. The USA/GLA ones however use multiple small textures for each side/face of the model & on top of that none of them are listed in the material editor. Obviously two different artists worked on the Generals buildings, using two very different texturing methods. Its also obvious why I didn't convert the USA/GLA models several years ago along with the Chinese buildings, at that time wouldn't have even know were to start with fixing them.
Now days tho I know my way around 3DS Max a lot better so it shouldn't be a problem, It will however require cutting up the models into their individual parts & studding screenshots to find the correct textures for each part. This means that In the time it took me to convert all the Chinese buildings I'll be able to make one USA/GLA building.
you should model out the bars on the radar tower to cut out the black parts. Simply using an opacity map to set black as transparent doesn't work unfortunately, since then you would clearly see that the bars are flat planes and opacity maps also cause 3dsmax to anti-aliase against background so you get ugly unsharp borders.
But by using splines (which you then render as bars) this is done in no time.
It will however require cutting up the models into their individual parts
i hope by cutting up, you don't mean to break up one mesh into several separate meshes,
but
only select the individual polygons and assign a specific material ID to them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thx for the multi-map tip, I really hope that's what they did.
I selected the individual polygons & detached them, that way I don't need to reselect all of them again for the snow version. It's still a very messy way to do it. I'm really tempted to just make one big texture & re UVW map the whole thing. But then I might as well just remodel it all from scratch as well. _________________
Will you have complete sets? IE, buildups and damage frames at the very least? If there's everything, I will love you forever. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Probably would be best to bake it into 1 big texture for which you can add the snow easier, or even just do 3D snow. As far as dissecting it to make a buildup, well, you would probably just want to rebuild it from scratch then as its surely not made to do that and would have to play around with the textures anyway. (I feel your pain in working with EA's models ) _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I selected the individual polygons & detached them, that way I don't need to reselect all of them again for the snow version.
When you assign material IDs to the selected polygons, they will keep them. Later you can simply choose to select all polygons with a certain ID in the rollout
see Select ID
This way it's actually a lot cleaner and the normal way to go.
When everything is set, you should be able later to replace only the texture images with the respective snow versions (rename/replace the files, not the textures in the materials) and everything should instantly work for snow too.
So you don't even have to touch the 3dmodel again and just render right away. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The models aren't multi-mapped, or they might have been but the import script can't read them & just loads the first material & not the sub materials.
Assigning materials to individual polygons would be a lot cleaner, but I also want to separate the single mesh into its individual parts so I can more easily make the buildup anim. _________________
you should model out the bars on the radar tower to cut out the black parts. Simply using an opacity map to set black as transparent doesn't work unfortunately, since then you would clearly see that the bars are flat planes and opacity maps also cause 3dsmax to anti-aliase against background so you get ugly unsharp borders.
But by using splines (which you then render as bars) this is done in no time.
It's already going to take some time to fix the textures & redo the animations, so I'm reluctant to spend even more time remodeling parts of the buildings. The black parts don't look that bad IMO, I'll see how I feel after I work on them some more. _________________
If you need any help i could likely convert all of these structures to use the correct textures over the course of an afternoon to use the correct textures. (they would be in MAX7 tho)
Considering that i know almost all of the textures of Generals like the back of my own hand X) _________________ QUICK_EDIT
If you need any help i could likely convert all of these structures to use the correct textures over the course of an afternoon to use the correct textures. (they would be in MAX7 tho)
Considering that i know almost all of the textures of Generals like the back of my own hand X)
Ooooh good lord, plz also help lord Eater to convert the ROTR Russian and European buildings, they Rocks! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 16, 2014 7:21 pm Post subject:
Pretty certain it won't gonna happen. _________________ "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
Ooooh good lord, plz also help lord Eater to convert the ROTR Russian and European buildings, they Rocks!
The_Hunter isn't gonna let people rip his models. Besides the Generals ones are fine as is.
The Tech Artillery Platform,Tech Reinforcement Pad & Tech Repair Bay would be really useful conversions too actually. _________________ ~ Excelsior ~ QUICK_EDIT
Oh the mighty Eater, it's not ripping if the author agrees.
The building design in ROTR is so good realistic Russian style, and there is hardly anything comparable in YR. Those in vanila YR and mods are either way too cartoon or too scifi. The only exception may be the buildings in your D-Day, yet they are not morden but WW2ish, and only for DDay.
I mean, it would be good if someone can make a realistic semi-morden/semi-scifi base. It doesn't necessary to be a copy of ROTR, ROTR is simplly a good example.
And, if the ROTR team agree to export their asset to YR mods, why not. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 20, 2014 10:18 am Post subject:
You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said. _________________ "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
You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said.
What I pointed out is a method that could save time for future YR moders and expand the fame of ROTR.
It's OK if they want to keep their privilege. I merely presented my appreciation to their design, and wish to see something equally good for YR mod.
Fool or not, It is Not yours but ROTR's decision to be made and respected. If you cannot represent ROTR, plz shut up. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sat Dec 20, 2014 2:05 pm Post subject:
LEGO wrote:
Graion Dilach wrote:
You naive fool. The ROTR team has no interest in allowing those models to be converted, so it won't gonna happen, 'nuff said.
What I pointed out is a method that could save time for future YR moders and expand the fame of ROTR.
It's OK if they want to keep their privilege. I merely presented my appreciation to their design, and wish to see something equally good for YR mod.
Fool or not, It is Not yours but ROTR's decision to be made and respected. If you cannot represent ROTR, plz shut up.
He is part of the RotR beta testers team (as am I), and it has been said before by RotR devs that RotR stuff will stay RotR exclusively. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 21, 2014 12:14 am Post subject:
Josh Is 25% Larger wrote:
You are writing out of your rectum. You don't know what the ROTR team says because you haven't actually talked them. o_0
Quote:
[2014.12.16. 20:18:56] Graion Dilach: oh
[2014.12.16. 20:18:58] Graion Dilach: looooooool
[2014.12.16. 20:19:17] Graion Dilach: someone needs a dunce cap
[2014.12.16. 20:20:08] Graion Dilach: guy asks Hunter to help Mig Eater convert the ROTR buildings to RA2 format
[2014.12.16. 20:20:28] Graion Dilach: that's so wrong on so many levels....
[2014.12.16. 20:25:14] XAttus: converting ROTR's buildings into RA2 ? hehe good luck with that
[2014.12.16. 20:25:58] Graion Dilach: it's not that complicated afaik
[2014.12.16. 20:26:16] Graion Dilach: only refinery and warfacto needs to be tweaked
[2014.12.16. 20:27:05] Graion Dilach: does not make the request less stupid either way
[2014.12.16. 23:08:33] The_Hunter: ?
[2014.12.16. 23:08:41] The_Hunter: what request =o
[2014.12.16. 23:10:48] Graion Dilach: http://www.ppmsite.com/forum/viewtopic.php?p=522054#522054
[2014.12.16. 23:10:53] Graion Dilach: this request
[2014.12.16. 23:10:59] The_Hunter: aaah that
[2014.12.16. 23:11:02] The_Hunter: i didn't see that before lol
[2014.12.16. 23:11:49] Graion Dilach: I consider this as a 100% agreement with my opinion then
[2014.12.16. 23:12:13] The_Hunter: well yea ROTR buildings are supposed to be exclusive and aren't public domain like the Generals buildings.
And I ignore simply mentioning the facts that even the casual streams either gave me a dunce cap due to my no-idea-what-should-be-done-right based gameplay / well-known fact among the people who check ROTR forums that I voiced 3 units for them already. Oh wait, I couldn't. Try harder. _________________ "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
Mig Eater isn't going to rip anything. He can make his own. Anyhow, Mig... any new screenshots? _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
I'm still waiting for the Hunter to get back to me. I know how "it will only take an afternoon" can turn into a few days or more so I'm not going to bug him about it But If I haven't heard from him by next year I start on them myself. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 21, 2014 10:39 am Post subject:
He started to tease the people here with an internal build changelog and that contains too many tweaks atm - but the team are very much interested. _________________ "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
Personally I think the original US texture from Generals is too bright to be used in rendering SHPs.
When I rendered those US buildings in EASB Hour I just had to darken the image and increase the contrast to match the RA2 style.
BTW, using Catmull-rom filter is better, at least this works for me... _________________ Aka DirtyChicken QUICK_EDIT
Hmm, by the sounds of it from your first post, I am thinking that it may be easier to remake them from scratch. It does help that the buildings themselves have simple geometry. This also gives you more creative control over how they are UVmapped too. QUICK_EDIT
Remaking them completely from scratch would take months, if not all year. If the textures are fixed tho it would only take about a week to convert the originals. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jan 02, 2015 3:14 pm Post subject:
Stop pretending AG has an active project... _________________ "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
Well then with Christmas, New Year and a rather nasty case of flu i'm still recovering from i did the first US building:
Placing this here to see if you're ok with this setup as this is how i usualy do it for other buildings when i need to make a cameo of it or something simulair.
It's worthy to note that its missing the crane and factory doors but if this paticulair setup works for you i will add the missing features and wrap up the remaining structures.
In order for the Generals war factories to work in RA2 the repair pad has to be removed, so the crane isn't necessary. I also need to modify the roof & add a door/hatch so aircraft can exit too.
Also a note on the Firebase i actualy included modified/improved version i had made back in the day instead since the stock model for it is rather gack
Thanks a lot, if there is anything I can help you with don't hesitate to ask
The Firebase is another building that needs to be edited to be usable, because in RA2 a building cant have both turret/weapon & be garrisonable. _________________
Minus the Flags which you could just copy from the RA2 Tech Buildings these 2 seem like good candidates for Tech Structures the community can find use as well. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 10, 2015 12:59 pm Post subject:
Please do that with rubble frames then. _________________ "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
Tech buildings should be easier tho since they usualy only have one or 2 textures tops.
Getting all the textures right for those should be pretty simply after importing them. _________________ QUICK_EDIT
Most of the damaged versions of structures are just texture difference and a few slight dents here and there.
What i usualy do myself is simply apply the damage textures (which have the same name but with "_D" at the end) and then add said dents myself by dragin the vertexes around.
I can't wait to use these for a quick project. This is just... ztyping amazing. Really good work. Can't wait for a complete three side set. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
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