Sharing tips for creating new vehicles.
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Close Combat Series -> Modding Workshop

#21: Re: Sharing tips for creating new vehicles. Author: -Jager-Location: stockholm PostPosted: Fri May 21, 2010 2:47 pm
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I tested this just now!
As the 17 image change!
Becouse the map Elevation. It dont change image quick enuff fore a animation!
If we could change the time the picture's swicth?
Perhaps then it would be usefull?

#22: Re: Sharing tips for creating new vehicles. Author: squadleader_idLocation: Soerabaja PostPosted: Fri May 21, 2010 2:56 pm
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Tread animation will not work/change when the vehicle is moving on a flat surface, but should show up when the vehicle is tilting, climbing or going downhill.

#23: Re: Sharing tips for creating new vehicles. Author: Pzt_KanovLocation: México PostPosted: Sat May 22, 2010 5:34 pm
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Has anybody tried it with 3D models??

first this:

http://www.dedoimedo.com/art_3d/tank.html

Then I found out about this:

http://sketchup.google.com/

Installed it, clicked on Get Models, typed "Tank", received this:



KingTigerUpclose1.JPG
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KingTigerTilt1.JPG
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#24: Re: Sharing tips for creating new vehicles. Author: TejszdLocation: Canada PostPosted: Sat May 22, 2010 6:54 pm
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If you could zoom out enough and then adjust the image properly the 17 shots for CC could be created. It would be interesting to see if the 3D rotated and size images are worse in quality....

If the 17 images could be made easy enough I think they should be included....

If the CC tank/vehicle scale was doubled (16 to 20 pixels per meter) how much better would the tanks look?

#25: Re: Sharing tips for creating new vehicles. Author: Pzt_KanovLocation: México PostPosted: Sat May 22, 2010 7:07 pm
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You can zoom out very far and rotate the model to any CC vehicle perspective, can't tell you how to take the images out of this program because it runs very slow here (no good video card), when I get home I will study it more and see if there's a way of exporting images other than PrntScrn, separating the turret and Hull is going to be a challenge too as it seems the models are all like one single entity and not separated items. Also found a bunch of models on google's 3D warehouse, you can see them here but they are limited to side rotation view only:

http://sketchup.google.com/3dwarehouse/

Try looking for panthers.

Download it, it is a very light tool the free version.

#26: Re: Sharing tips for creating new vehicles. Author: CSO_Linebacker PostPosted: Sun May 23, 2010 7:38 am
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I mentioned this in another thread a couple of days ago. I set up LW to render the 17 keyframes for the animation, but the amount of detail left after rendering at approx 8ppm is ridiculously low...just look at atomics originals vs anything modders have done over the years.

#27: Re: Sharing tips for creating new vehicles. Author: Pzt_KanovLocation: México PostPosted: Sun May 23, 2010 9:40 am
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What is LW?

I made the 17 tilted graphics for a panther using the 3D editor from Google (Sketchup) by rotating, zooming and separating a model available for download at: http://sketchup.google.com/3dwarehouse/details?mid=96325d137aee4bd390b389ac3fe203fe&prevstart=0. Turns out you can separate parts of the models and export the 3D objects to 2D images, I chose to export to PNG as it retains a lot of detail. TGA was not available

The tank itself turned out OK but still got some white borders that are visible on some angles, I didn't darkened the hull under the turret so the turret kind of goes unnoticed and blends too much with the hull, the graphics do tilt but sometimes they are very drastic probably because I didn't get the angle right I was just guessing using an original hetzer tank from CC5 as it was the vehicle that I felt where the tilt was more noticeable.

The detail of the Vehicle was OK, probably a little too dark. For the Hot points I used an original CC5 panther tank hot points file, the turret and Hull didn't seem to have any trouble, they were practically the same size.

Picture is 3 custom tanks using this technique and a GJS panther for comparison. The tanks made from the 3D model are the darkest ones. Other thing is that the cannon needs retouching as it looks very thin, I think it was only 1 pixel wide. Notice how the tank in the middle shows mild tilting as it is on top of a haystack, the one on the right is on another funky angle and the one on the left is in normal position.



I think I did pretty ok considering this is the most graphic editing I've done in my life. Still would like to know of a way to get rid of white borders, they were more noticeable at first but then I retouched the graphics by hand one by one, still didn't managed to get rid of them, it is bugging the hell out of me.

Attached are some graphics files plus the tex files I used, ready to be imported into your own tanks.azp for testing.

As a final comment, I would like to say that this looks promising, I bet it would be far easier for someone used to graphic editing to make vehicles with tilted graphics this way, painting the model is simpler, the only problem is that you need a model and doing a model just for tilting it a little is just not worth it or maybe doing a shell of a tank that is not that detailed could be easy for those with the skill. Good thing that a lot of tanks are already available, mostly the german ones. I'm not sure I would like to try it again anytime soon lol.



Panther A_graphics.rar
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Graphics I used if you would like to do more editing.

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Panther_3D_tex_file.rar
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tex files of the hull and turret

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 Filename:  Panther_3D_tex_file.rar
 Filesize:  21.81 KB
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#28: Re: Sharing tips for creating new vehicles. Author: Pzt_KanovLocation: México PostPosted: Sun May 23, 2010 10:09 am
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Better Resolution Screens.





Funny effect, the panther looks like a midget, it is supposed to be on a slope with its hull down.

#29: Re: Sharing tips for creating new vehicles. Author: papa_whisky PostPosted: Mon May 24, 2010 1:23 pm
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The white is probably a result of something slightly off white. Its hard to find sometimes when you are editing. If you use a colour selection tool with zero tolerance you should be able to spot those pixels that are just off white.

#30: Re: Sharing tips for creating new vehicles. Author: Nomada_Firefox PostPosted: Tue May 25, 2010 3:43 pm
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Pzt_Kanov wrote (View Post):
Has anybody tried it with 3D models??

Yes I tried sometimes. It is possible. Even I made maps with Blitzkrieg 2 map editor.........

Perhaps some people find it ilegal but with most of the map editors from WWII 3D games, you can take images from vehicles and you can use them for your CC vehicles. I do not find it too ilegal because on the end, they are screenshots.

#31: Re: Sharing tips for creating new vehicles. Author: DAK_Legion PostPosted: Tue May 25, 2010 7:22 pm
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hi Kanov!

I send a PM

#32: Re: Sharing tips for creating new vehicles. Author: -Jager-Location: stockholm PostPosted: Tue May 25, 2010 8:45 pm
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I made some painting on the Tld Vehicles and the Wrecks.
But i got som problem the Tetrarch Tank turret rottating wrong and the second is
Error unable to read panzerjäger 35r

Anny how hoppe some one will have this usefull



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#33: Re: Sharing tips for creating new vehicles. Author: Pzt_KanovLocation: México PostPosted: Wed May 26, 2010 6:36 pm
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They look awesome jager! here hoping you would do a tutorial Razz

#34: Re: Sharing tips for creating new vehicles. Author: -Jager-Location: stockholm PostPosted: Mon May 31, 2010 4:45 pm
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i am not so Experienced whit edith the grapic in CC.
I have only changed the tld grafic a bit.
But what softweard do you use?

#35: Re: Sharing tips for creating new vehicles. Author: southern_land PostPosted: Tue Jun 01, 2010 4:39 am
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I've having a bit of a play around with using net images and resizing the with reasonable results.   They all need redoing, then touching up but as a first try not too bad.  Pity the fool in the sdkfz251/?  my method (for want of a better term) was to save the large image as an .eps, shrink in 20-30 increments using image size then compose as a .psd


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#36: Re: Sharing tips for creating new vehicles. Author: Pzt_KanovLocation: México PostPosted: Tue Jun 01, 2010 5:53 pm
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Nice tanks, possible teaser for an upcoming mod perhaps???

Where did you get those models? also, what's an .eps? I'm using GIMP I think I will move to photoshop 7 as I tried it and thought it was more user friendly.

Does any one else think that vehicle sub-mods would be awesome? like there's different sound mods for regular and modded CC's I just think it would be great if the same happened with the vehicles. It's just that they are hard to do.

#37: Re: Sharing tips for creating new vehicles. Author: -Jager-Location: stockholm PostPosted: Tue Jun 01, 2010 7:16 pm
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Gimp seams so confusing ?
Get Photoshop cs5 ore fireworks cs5
You might wanna try paint.net but it seams buggy

#38: Re: Sharing tips for creating new vehicles. Author: southern_land PostPosted: Wed Jun 02, 2010 5:06 am
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Still just playing with a few ideas at the moment... .eps are a non lossy graphic format (I think)

Just did a google search for tank graphics plan view or schematics or something.  I normally run a few search combinations till i find something useful

#39: Re: Sharing tips for creating new vehicles. Author: CSO_Talorgan PostPosted: Wed Jun 09, 2010 8:49 am
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That's a superb looking map.

#40: Re: Sharing tips for creating new vehicles. Author: papa_whisky PostPosted: Wed Jun 09, 2010 2:12 pm
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Great looking tanks, SL, why shrink in increments and why eps?



Close Combat Series -> Modding Workshop


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