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  • New planes for MowAS

    Hello!

    I post this thread to continue 2 olds post about planes for MowAS:

    I've managed to create new planes for the game, because there is not much in MowAS and, even they are not flyables (for the moment), maybe it could be a pretty addition for mappers.

    Here are the 3d models i've manage to import in game:
    US: F4U4 Corsair, Dauntless, B17, P40, C47 Skytrain, P38 Lightning, FAF Hellcat, P47 Thunderbold
    British: Spit, Huricane, Halifax, gladiator, Tempest
    Japans: A6M2 & M3, Aichi VAL, Mitsubishi betty
    Germans:V1 air bomb V2 rocket, Fw190A, Fw190D Dora, He111, He129 recon, He219 Uhu, Me262, Condor, Me110, Me109E, Do17 etc..
    Russians: LA5, Policarpov I16, IL2S2, Mig3
    Italians: CR42 and G50
    and also some new objects such cranes, etc..

    For the moment, it will be only static planes (not flyable), just to help mappers to create WW2 realistic airfields and V1/V2 Launch bases.. (I will try to do them flyable later, but it's not easy because i didn't found a Gem tutorial to import airplanes from 3DSMax to GEM, they have special helpers)

    Even i've found some good 3D models (some are free and i've asked their authors to use the others), it require for me a mass of work to reduce the poly/size and import them (with the right parameters and scale) in game (I'm not an expert on 3DSmax) and i have to do all the damage skins (x_ and xx files) and also the 3d damage models..

    For example, i've just begin to merge this little Me262:

    http://www.mediafire.com/conv/d88922...a0656dcf6g.jpg



    With the addition of some Fw190Dora (to protect them during landing and take off), and some new buidings, we can create realistic WW2 German Airfields in 1944/1945..
    http://www.mediafire.com/conv/90451e...ac921bca6g.jpg

    I hope to finish to import all that models for the end of the first quater of next year..
    (I've to finish the German desert skins pack for Christmass before)

    Here is a famous allied one: The P47 :
    http://www.mediafire.com/conv/47290d...25620acd6g.jpg

    http://www.mediafire.com/conv/c2e86d...d21d0ffe6g.jpg

    I have to tweak some little details but 90% seems ok:
    http://www.mediafire.com/conv/8dde12...d8dea4ce6g.jpg
    To be continued...

    Hope you will like them

    Cheers.
    Bass

    PS: I need help on some points with 3DSMax 2009: thank's to help me if you know it well!
    - UVunwrapping: it's a nightmare for me, so the skinning is very very long just because of that.. To gain time, my wish is to use good existing and historical skins for each 3D models.. (like thoses of IL2 that are free of use), because doing all the skins by myself is too much work.
    So I think i've to unwraping all the parts of the 3d model (planar for wings, cylindrical for fuselage, etc.. then attach/detach all the UV parts and move/rotate/scale them directly on a JPEG file)..
    Tell me if it's the correct way and maybe pm me some tuto or details of each step.. thank's.

    - Volume definition for 3D objects: A simple box can be a Body_volume for a plane, but create a problem for the cover of the units, because the soldiers refuse to stay near the wings (go outside of the invisble volume box..) So to have a volume near the 3D object, i want to do a projection (Z axis direction), of the global 3d volume of the plane on the ground, then isolate the outside curve, scale it and then use it to construct a 3d volume (i've tryed to do it with simples volumes and borean operators with no success). It's an easy operation with CAD systems like Catia, Pro ing (easy with sketches) or Unigraphics, but seems to be not so easy with Max (or not so intuitive).So if you have any idea..

    - Enumerators: How to create it? (to have random numbers on the 3D model in game)
    Last edited by bassmaniac; 02-12-2012, 10:59.

  • #2
    Great bass!

    I really hope there will be a flyable version F4 Corsair or Hellcat!

    Comment


    • #3
      Originally posted by SirHinkel View Post
      Great bass!
      I really hope there will be a flyable version F4 Corsair or Hellcat!
      You mean this one?
      http://www.mediafire.com/conv/3f636f...56aa62dd6g.jpg

      http://www.mediafire.com/conv/799e55...6c7f0dc96g.jpg

      http://www.mediafire.com/conv/da2b2d...b06ec7766g.jpg

      Hope to finish this little Corsair soon (he don't fly yet but i optained the pilot to get in cockpit and roll! )

      I Need to adjust flying (and speed for it), damage model and skins, specular and bump skins, fire and smoke effects, cockpit/wheels and propeller animations, and also add the real sound of this beast (i found a good wav file for it).

      The actual camo is not too bad but i will change it by the historical skin of the plane of "Pappy Boyington" / Black sheep, with a corsair flag, because it was my favourite TV serie
      Cheers,
      Bass
      Last edited by bassmaniac; 03-12-2012, 00:28.

      Comment


      • #4
        hello bass
        the horten 9 would look good
        http://de.wikipedia.org/wiki/Horten_H_IX
        the Me262 looks very great

        Comment


        • #5
          Originally posted by bassmaniac View Post
          ...The actual camo is not too bad but i will change it by the historical skin of the plane of "Pappy Boyington" / Black sheep, with a corsair flag, because it was my favourite TV serie ...
          Thought about that TV series too when I wrote my proposal, damn we are old ... ^^

          I am really looking forward to your stuff. I think especially at the pacific theater planes were so important it is a shame we don't have any of these carrier based airplanes yet.

          Comment


          • #6
            Hi Bass,

            This looks very good! I gave up on 3DS Max :P Volumes and stuff like that were so annoying.
            It's always nice to see some objects being made.

            I will keep a look on this topic.

            Cheers!

            DutchLaurens

            Comment


            • #7
              Originally posted by bassmaniac View Post
              Hello!

              PS: I need help on some points with 3DSMax 2009: thank's to help me if you know it well!
              - UVunwrapping: it's a nightmare for me, so the skinning is very very long just because of that.. To gain time, my wish is to use good existing and historical skins for each 3D models.. (like thoses of IL2 that are free of use), because doing all the skins by myself is too much work.
              So I think i've to unwraping all the parts of the 3d model (planar for wings, cylindrical for fuselage, etc.. then attach/detach all the UV parts and move/rotate/scale them directly on a JPEG file)..
              Tell me if it's the correct way and maybe pm me some tuto or details of each step.. thank's.

              - Volume definition for 3D objects: A simple box can be a Body_volume for a plane, but create a problem for the cover of the units, because the soldiers refuse to stay near the wings (go outside of the invisble volume box..) So to have a volume near the 3D object, i want to do a projection (Z axis direction), of the global 3d volume of the plane on the ground, then isolate the outside curve, scale it and then use it to construct a 3d volume (i've tryed to do it with simples volumes and borean operators with no success). It's an easy operation with CAD systems like Catia, Pro ing (easy with sketches) or Unigraphics, but seems to be not so easy with Max (or not so intuitive).So if you have any idea..

              - Enumerators: How to create it? (to have random numbers on the 3D model in game)
              1. UV unwrapping IS indeed a pain especially if you're new to it, my advice is to stick with it, its the only way you'll get better. Sooner or later it'll be just another process, and you'll feel its tedious at worst.

              Scaling the parts to a jpeg isn't generally a good idea. You'll most likely get uneven texel ratios between parts if you do this (meaning, some parts of the texture are more blurry, and some are sharper). I think you notice it too, especially when you put it next to other in-game assets, it can make them stick out like a sore thumb when most of the other models in the game have roughly similar texel ratios.

              But don't fret, there's a plugin for Max that could make your life easier: textools, it has a very useful tool in particular that will equalize the texel ratios for your parts (Normalize shells). To make sure they're unified to the game's standard, you can compare them to the example models that DMS provided.

              2. I'm not sure what you're talking about for the volumes. If you're having problems with custom shapes, you have to remember that volumes must be concave. If they are concave, but still give you errors during export, then you need to use this tool to convert them.

              3. Enumerators, I personally haven't made them, but you can try. Cromtec has posted a comprehensive tutorial which includes how to use the mesh converter plugin linked above, and also how to set up the enumerators.

              Nice work so far, also watched Black Sheep series when I was a kid cause my dad taped the whole series.
              Last edited by Wolf-In-Exile; 07-12-2012, 18:54.

              Comment


              • #8
                Originally posted by Wolf-In-Exile View Post
                Nice work so far, also watched Black Sheep series when I was a kid cause my dad taped the whole series.
                Hello Wolf-In-Exile
                Thank's a lot for your good tips! and i will try this precious plugins..
                I've tested only one plug for the moment (polycruncher) that gave very good results (reduce the size of polys to 50%, without too much distorsions) but its test period was limited and it's over now...

                Zeke gave me some plugin names to help me for the unwrap (i've to found them), and also Normand gave me very good tips on 3DSmax like yours. (You seems to know very well all the process with 3DSmax, so maybe i will pm you soon.. )

                With all this good advices, I can only get better and I hope to offer you a lot of good things for our favorite game!

                @DutchLaurens: Thank's for your comment!
                @ kiffkopp; I've got the Horten model..

                Cheers,
                Bass
                Last edited by bassmaniac; 14-12-2012, 17:27.

                Comment


                • #9
                  Heelo!

                  Here is a new camo for the F4U Corsair:
                  http://www.mediafire.com/conv/1027f8...beafcdeb6g.jpg

                  http://www.mediafire.com/conv/4e264f...a9ba6c236g.jpg

                  http://www.mediafire.com/conv/5df750...e7be3c5f6g.jpg
                  Cheers,
                  Bass

                  Comment


                  • #10
                    That model looks awesome, bass! Very nice work

                    Comment


                    • #11
                      compliments great work ! now that i understand how much difficult is to do proper models and textures i appreciate even more the modders work

                      Comment


                      • #12
                        Originally posted by bassmaniac View Post
                        Hello Wolf-In-Exile
                        Thank's a lot for your good tips! and i will try this precious plugins..
                        I've tested only one plug for the moment (polycruncher) that gave very good results (reduce the size of polys to 50%, without too much distorsions) but its test period was limited and it's over now...
                        You're welcome. I'm doing some work for a MoW mod as well, but its still under wraps.

                        I generally wouldn't advise using mesh decimation tools, because they can have unpredictable results and aren't exactly optimised for UVW unwrapping (or using them as "primary" meshes in games for that matter, only good for making LoDs on complex meshes).
                        Personally I prefer to make the mesh manually, so I have complete control of the mesh flow and know exactly how to unwrap it well.

                        But here's a free mesh decimation tool if you're so inclined, and a tutorial on its use.

                        Comment


                        • #13
                          Originally posted by Wolf-In-Exile View Post
                          You're welcome.
                          Here's a free mesh decimation tool if you're so inclined, and a tutorial on its use.

                          Comment


                          • #14
                            Are you able to fix the Stuka model = at last make it an actual WW2 version ?

                            The biggest, obvious bug is the old style, fat landing gear, and the square engine radiator.

                            The Stuka that has been used since Men of War series is a pre-WW2 version !
                            It is called a Ju.87A.

                            http://i253.photobucket.com/albums/h...psd9ff3dd4.jpg

                            They Used the Old Fashioned Ju87 Stuka Model. Why?
                            http://digitalmindsoft.eu/forums/arc...p/t-3766.html?

                            Stuka pilot interview 44: Different versions of the Stuka
                            http://www.youtube.com/watch?v=noQzzxCVJhw


                            The correct WW2 version is the Ju.87B, etc...

                            See how obvious the different landing gear is, and the rounded engine radiator.

                            http://i253.photobucket.com/albums/h...ps3b13dc0f.jpg



                            UPDATE -

                            Bassmaniac - I wrote the above first then, hours later saw that you already know about the
                            crappy Stuka model ;

                            Desert Skins - Page 3. post #27
                            http://digitalmindsoft.eu/forums/sho...rt-Skins/page3

                            But that was 2 months ago. Maybe you now have the skills to fix it ?
                            Last edited by OVO; 16-10-2013, 04:05.

                            Comment


                            • #15
                              Here is my little Me109E Emil collection...

                              Many thank's for those who helped me and gave me some tips on 3DSmax!
                              Now i'm able to modify or create my own 3d models, and I'm also able to unwrap every parts to an existing skin.

                              So the gain in time is gigant an now, I don't need to create from zero every skin of my models: i just use good existing free skins on the net (IL2) and transform them to dds files.. That 's why i can propose you 27 good skins (source: http://www.asisbiz.com/Bf-109E.html), for this little Me109..
                              (The _x and _xx files will come later, but not too hard to do when you have the first skin)

                              http://www.mediafire.com/conv/a8d7cb...3332d0876g.jpg

                              http://www.mediafire.com/conv/db2a7c...683950e56g.jpg

                              http://www.mediafire.com/conv/7f6a8f...da58a1ab6g.jpg

                              http://www.mediafire.com/conv/aeec5a...81a562d66g.jpg

                              http://www.mediafire.com/conv/072827...b279f1a66g.jpg

                              There are Me109E Emil for every theater: Desert, winter, Europe...
                              More pics here

                              My next job will be to make them flyable.. but animation it's something different that i've to learn..

                              @OVO: I will make a good Stuka with various skins for MowAS
                              Cheers,
                              Bass
                              Last edited by bassmaniac; 18-12-2012, 20:17.

                              Comment

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