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Author Topic: Let us do Containers  (Read 17250 times)

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Epervier

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Re: Let us do Containers
« Reply #24 on: July 14, 2016, 02:34:40 AM »

Magnifique !  :) :) :)
And if we find the first boxes too light can easily fix that!  ;)



 :D

Thank you very much, Max !  :)  8)
Now just to find an 3D artist to create a forklift !  :D  ;)



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Mick

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Re: Let us do Containers
« Reply #25 on: July 14, 2016, 03:43:39 AM »

I, too, prefer the "old" darker model, and they even would look better (and more historical  ;) ) without the red arrow ...  :P

Many THX Max ...! 8)
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max_thehitman

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Re: Let us do Containers
« Reply #26 on: July 14, 2016, 05:28:19 AM »

Thank you, I am happy that you like them.
This is what I am using for my game now.
To remove the light-shine on the model boxes, in your game you can put a value number on the file named "base"...

[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide 0
  tfShouldSort 0
  tfDropShadow 0
  tfGameTimer 1
[LightParams]
  Ambient 1.0 <--------------- change this to a lower number, for example 0.8 or 0.5
  Diffuse 1.0   <--------------- change this to a lower number, for example 0.8 or 0.5
  Specular 0
  SpecularPow 0
  Shine 0.0

............................................................
and then see the model again on the map (at 13:00 hours) to make those number values look just perfect.
This will make the model either look too bright or too dark looking.

This model is also missing another file parameter which some models have written in their base file, which is
" AlphaTestVal 0.5              // of [0.1, 0.5, 0.9] "
Perhaps this can make the model look better?
 I still have to test this on this model to see.

Epervier,
I noticed in your last screenshots you are still using the old skins for the "Fuelbowser", perhaps you may
want to use one of my retextured skins for your game model?
I have made some changes to those skins and also the little "startercart" to have a more realistic
skin for those models.

Mick,
I can always post for you the same skins as seen here, but without the red arrows painted on the sides.
It´s no problem.
But then you would not know which side is up and would place in storage your Jeep upside down  ;D




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Mick

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Re: Let us do Containers
« Reply #27 on: July 14, 2016, 06:05:54 AM »

Mick,
I can always post for you the same skins as seen here, but without the red arrows painted on the sides.
It´s no problem.
But then you would not know which side is up and would place in storage your Jeep upside down  ;D

... yep, but I tried to find pics of ww2 crates with red (or any other colour) arrows, and couldn't find a single one (no matter which country) ...

https://www.google.fr/search?q=ww2+supply+crates&client=firefox-b&source=lnms&tbm=isch&sa=X&ved=0ahUKEwju4rbB9PLNAhWLDBoKHTEMDAoQ_AUICCgB&biw=1152&bih=530



So may be it is what was written on the crate that indicated the storage way, if the text was upside down, then the content was upside down too ...   ;)

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max_thehitman

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Re: Let us do Containers
« Reply #28 on: July 14, 2016, 06:12:59 AM »

Here is a little retextured fuelbowser and startercart from Tomooses 3d-models.
Not much detail to these models, but its better than nothing.
Use them if you wish.

I have included a dead version for the startercart and a green colored version of that fuelbowser fuel trailer.

- DOWNLOAD -------->  https://www.mediafire.com/download/kg6z78qsovthtec/Pack_Models_Rextextures_Fuelbowser_Startercart.7z

Cheers
MAX

Ok, Mick, you got me on that detail  :) Thanks
I will fix that.
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Epervier

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Re: Let us do Containers
« Reply #29 on: July 14, 2016, 06:23:36 AM »

Epervier,
I noticed in your last screenshots you are still using the old skins for the "Fuelbowser", perhaps you may
want to use one of my retextured skins for your game model?
I have made some changes to those skins and also the little "startercart" to have a more realistic skin for those models.
o_O
Oh yes of course ! Thank you !
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max_thehitman

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Re: Let us do Containers
« Reply #30 on: July 14, 2016, 07:35:08 AM »


Rien de spécial,  mon amie Epervier  :)

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western0221

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Re: Let us do Containers
« Reply #31 on: July 14, 2016, 07:51:21 AM »

Hello.

This model is also missing another file parameter which some models have written in their base file, which is
" AlphaTestVal 0.5              // of [0.1, 0.5, 0.9] "
Perhaps this can make the model look better?
 I still have to test this on this model to see.

AlphaTestVal entry works only for the material / texture "Using Alpha-channel , but no blending (non half-transparent / non colored-glass .... alpha-channel value is one of 2 ways --- 0.0 or 1.0".
Its "0.5" or "0.1" /  "0.9" value means the threshold that .... when the alpha-channel value of the pixel is the middle one , force to move it to 0.0 or 1.0 .
In "AlphaTestVal 0.5" , the alpha-channel values of pixels 0.1 / 0.2 / 0.3 / 0.4 .... are forced to 0.0 , in the other side 0.6 / 0.7 / 0.8 / 0.9 .... are forced to 1.0 .
From it, the result of 3D rendering in games becomes Crisp boundary lines about the model's alpha channel holes.

So, your wood box models look like no alpha-channel ..... this AlphaTestVal entry may not affect anything for its visuals in games.
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max_thehitman

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Re: Let us do Containers
« Reply #32 on: July 14, 2016, 08:08:08 PM »

Thank you Western0221,
I will test this on other models too


Thank you very much, Max !  :)  8)
Now just to find an 3D artist to create a forklift !  :D  ;)


Unfortunatelly I am no good at creating 3d-modeling but I do find FREE models.

Free 3d-model low-poly forklift

http://tf3dm.com/3d-model/forklift-21058.html
-
many here...
https://www.yobi3d.com/#!/search?q=free%25203d%2520model%2520low%2520poly%2520forklift

-
http://www.sharecg.com/v/18958/related/5/3d-model/low-poly-forklift
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Epervier

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Re: Let us do Containers
« Reply #33 on: July 15, 2016, 10:12:53 AM »

Here is a little retextured fuelbowser and startercart from Tomooses 3d-models.
Not much detail to these models, but its better than nothing.
Use them if you wish.

I have included a dead version for the startercart and a green colored version of that fuelbowser fuel trailer.
Big thanks !  :)  ;)

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max_thehitman

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Re: Let us do Containers
« Reply #34 on: July 15, 2016, 10:53:34 AM »



That looks great Epervier  :)

How did you get that TUG that is pulling the bombs into your game files?
--- What is the name of the folder?

I cannot find the folder in which that TUG is in. I only found about 4 different folders which have this "TUG" skin and
already changed the skins, but every time I place this particular tug with the bombs on the map,
 the old skin keeps coming back !!  :(
So there must be another folder with a different name which I still have not found in my game yet.

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Epervier

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Re: Let us do Containers
« Reply #35 on: July 15, 2016, 11:22:07 AM »

How did you get that TUG that is pulling the bombs into your game files?
--- What is the name of the folder?
On this screen are several items!
Tug + Human + trolley (Mod Bombs Objects by Malone but link 2 ) !
https://www.sas1946.com/main/index.php/topic,12285.0.html

And I changed the P-39 object (stationary and mobile) by adding your texture.
https://www.sas1946.com/main/index.php/topic,20511.0.html

But thanks to you I just realized that I forgot to change the objects vehicles "tug + trolley" !
https://www.sas1946.com/main/index.php/topic,19796.0.html
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