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Author Topic: WIP: A couple of Brit vehicles (static)  (Read 6599 times)

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tomoose

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WIP: A couple of Brit vehicles (static)
« on: June 29, 2014, 07:39:54 AM »



WIP as I have some tweaking to do, particularly with the Quad as I feel the windows are too big on the sides.

Speaking of which, could someone, anyone, PLEASE, PLEASE, PLEASE step me through the process of making glass (i.e. a windshield) for these objects?
I'm told to use an alpha tga but how?  Is it part of the overall skin texture .tga?  Is it a 'standalone' graphic in which case do I have to change the .msh file text?

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max_thehitman

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Re: WIP: A couple of Brit vehicles (static)
« Reply #1 on: June 29, 2014, 08:13:03 AM »

That looks very nice. Wonderful models Tomoose  8) Congrats on a very cool job!

To create "alpha Channels" is very easy if your using Photoshop. It will create an invisible or semi-transparent look
on some parts of the models you are using. This is done on the skin of the model. It will only work if your using TGA skins , but not BMP skins.

The Alpha Channel is done by using only two colors - Black and white.
While one color will keep the model parts showing, the other color used on some parts will make those parts "invisible".
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tomoose

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Re: WIP: A couple of Brit vehicles (static)
« Reply #2 on: June 29, 2014, 08:35:33 AM »

Max;
I have that part of the alpha figured out after some trial and error.  The problem I'm having is how to apply it to the game.
For example;  I create a plane and used a 'skin' of a small crane/chain device.  I created the alpha and the crane was white and all the 'gaps' (spaces between links and surround space) was black.
My Corel Photostudio shows two graphics under the main graphic.  One is the black and white alpha and the other is the actual picture of the crane with all the surrounding spaces as grey and white (i.e. invisible).
I have tried saving the .tga in different configs (8-bit, 16-bit, 24-bit) and my Photostudio prompts me that it will convert the graphic but only allow one alpha channel.  That seems fine but it will not show up in my game.  Any .tga I save in Corel Photostudio will not show up in the game.  The only way I have gotten the graphic to show up in the game is to open it in an older graphic program and save it as a .tga but then it won't allow an alpha.  Frustrating.
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tomoose

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Re: WIP: A couple of Brit vehicles (static)
« Reply #3 on: June 29, 2014, 08:52:24 AM »



As you can see, I have the alpha created but trying to save the .tga is problematic as a .tga saved in CorelPaintShopProX6 doesn't seem to be compatible with IL2?!?!
The options I have when I try to save are;

8-bit
16-bit
24/32-bit

Compressed
Uncompressed


I've tried combinations of the above with no joy.  Either I'm missing something or I wasted a lot of money on a Corel product.

UPDATE:  PROBLEM SOLVED
After some trial and error with the 'search' in SAS I found a post which addressed my problem.  It was the MAT file.  There is a line in there "tfTestA=0" which should be "tfTestA=1"
Once I changed that value, bingo, object showed up with the appropriate "invisible" sections.  WoohOO!
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tomoose

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Re: WIP: A couple of Brit vehicles (static)
« Reply #4 on: June 29, 2014, 05:14:23 PM »

Max;
the different "shades" are due to my source material.  One side of a vehicle is for some reason slightly darker than the other side.  I have tried to compensate by adjusting the brightness/contrast in the graphic but it's hit or miss.

I take your point about the small links of the chain graphic.  That was just a test to see if I could actually get the alpha working.  I totally agree that the "tiny" details don't need that treatment.

As to "painting" on a skin, I'm not sure what you mean as I haven't learned about "painting" in gmax as yet.  You'll have to show me an example of what you are doing.

On a completely different topic..............
I know this has been discussed before but I'd like to bring it up again.  The flare gun (i.e. for takeoff or whatever).  Wouldn't it be possible to use an existing light object (e.g. a runway light) and have it "shot" into the air and down again.  Just curious as you seem to be the expert with regard to the inner workings of this type of thing.
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tomoose

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Re: WIP: A couple of Brit vehicles (static)
« Reply #5 on: June 29, 2014, 06:46:04 PM »



Still a WIP.  I'm having trouble with the Quad skin (and those #@$!% alpha channels and making windows).
There's some shimmer on the Tilley hoods which is probably a renegade vertex overlapping with another.
I think the firesuit is too white, any comments?
The pallets as you can guess were a piece of cake LOL.

I hope to release these by mid-week.

cheers,
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mandrill

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Re: WIP: A couple of Brit vehicles (static)
« Reply #6 on: June 29, 2014, 07:33:26 PM »

The quad doesn't look quite right. It should be longer in the middle, IIRC from my armour modelling days.
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tomoose

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Re: WIP: A couple of Brit vehicles (static)
« Reply #7 on: June 30, 2014, 10:20:10 AM »

Mandrill;
agreed.  I'll have to stretch it a bit.  That's probably why the skinning is problematic. :-\
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David Prosser

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Re: WIP: A couple of Brit vehicles (static)
« Reply #8 on: July 01, 2014, 08:55:02 AM »

Mmmm, no such thing as to many vehicles! The Quad windows are a tad too big. Are the trucks Fordsons?


cheers

David

Mick

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Re: WIP: A couple of Brit vehicles (static)
« Reply #9 on: July 01, 2014, 10:05:28 AM »

... yep, the Quad should look more like this ...  ;) (no offense taken, tomoose, I am too glad to get more British vehicles...  :P)

http://www.turbosquid.com/3d-models/british-morris-c8-quad-gun-3d-model/398596
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Mick

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Re: WIP: A couple of Brit vehicles (static)
« Reply #10 on: July 01, 2014, 10:26:56 AM »

Are the trucks Fordsons?


cheers

David

... not sure, but they look more like Dodge Chevrolet trucks ...  ;)

http://assets.hemmings.com/story_image/357461-1000-0.jpg?rev=1

http://www.o5m6.de/dodge_t203b.html
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max_thehitman

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Re: WIP: A couple of Brit vehicles (static)
« Reply #11 on: July 01, 2014, 10:38:55 AM »



Yes, yes!  :)
Old time Dodge-Chevrolet pick-up trucks are most welcomed for WW2 scenes. Many trucks!

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