Seite 1 von 15
New objects - tips, help, tutorials
Verfasst: 07.02.2009, 22:10
von Last Soldier
1) make sust looks graphics, i was try filters (posterize, brightness & contrast change..), right size. Original image is from Blitzkrieg game
2) Sust isometrics - buildings have this side darker, i dont see other specific in sust graphics now
3) Shadows - im not sure how to make. Where is the sun ? Angles ?

<- this is not 100% correct shadow (bad angles) but maybe OK
Tools:
Isometric grids for Sust:
http://files.wgames.eu/ISO/
With this utility you can make walls or ground textures:
http://files.wgames.eu/ISO/isoconv.rar

Verfasst: 07.02.2009, 22:24
von Tijn
Good work Last Soldier.
Best way is do it just by looking. Isometric setup is fixed, but shadows and sun angle may differs, so play around a bit.
You should try and get a program like 3D max for modelling and rendering. There are some good isometric setups available. I use the one JWL used for his models (you have it on your server I believe).
Verfasst: 07.02.2009, 23:13
von Last Soldier
ah, do you make shadows handly no use lights in 3D scene ?
Btw. dont you have some what can save time or usefull stuff? What i see, maybe can be problem make sets of objects what are tie together like stairs on image. I was try it but in game dont fit absolutly

But it need only little more skill
Verfasst: 07.02.2009, 23:34
von Tijn
Shadows are done by lighting settings of course. But it takes a bit of trying to get them right, and it may differ from object to object.
If you want objects to align nicely, make sure that they fit in the grid, and align up with the edges. Take a look at existing objects and you will see how it works.
Verfasst: 08.02.2009, 23:04
von Last Soldier
Ok im finished my first work -> the Stalingrad fountain, hope that it somebody use.. (*.bmp files + *.obr and *.mtr)
Verfasst: 09.02.2009, 00:04
von -Barbarossa-
Looks very nice Last Soldier! I hope you keep up the good work.
Verfasst: 09.02.2009, 01:08
von Last Soldier
TY!
Now i know the basics so will try make set of ruined buildings at first (handly painted).
1) TODO (City set)
- set of ruined buildings and walls
- set of pavement/streets, canal manhole etc.
- set for marketplace (stairs, curb-stones)
- rubble (ruins), furniture or other destroeyd stuff for the streets
- water pump
- destroyed civilian cars or other vehicles
- european city monuments: (to the end, too hard for beginning)
any next ideas what make ?
Verfasst: 09.02.2009, 12:20
von JOSS[WildCat]
What for to suffer, when there are Blitzkrieg resources (need edit a destruction stage and correct colors and shadow) in an open kind, and for Blitzkrieg 2 it is possible to pull out from the editor, having replaced a grass by pink and having established a correct corner of a shade!?
Full size .png -
http://img-fotki.yandex.ru/get/3214/jos ... d23cf_orig
Verfasst: 09.02.2009, 12:58
von nevux
That's pretty awesome Last Soldier!!
About Rhombs...
Verfasst: 09.02.2009, 15:36
von JOSS[WildCat]
NEW RHOMBS
1. Get any 2D template of ground from any game.
F.e. from SS3 grass_02.dds. (Need first convert to .bmp )
- 64x64 px
2. Cut from it
grass_02_cut.bmp

-
46x46 px.
3. By ISO_Convert.exe (Drag&Drop) U get rhombs -
ISO_grass_02_cut..bmp

-
66x33 px.
4. By Windows Paint open this file and SS2_template.bmp
5. Select in SS2_template.bmp

all and copy-paste over ISO_grass_02_cut..bmp
with transpatent(black) option!

Save.
but 1 px up!
6. Open SS2_example.bmp
and ISO_grass_02_cut..bmp.
In ISO_grass_02_cut..bmp select all and copy-paste with transparent option over SS2_example.bmp but move 1 px down and 1 px left
7. Fill black by pink

draw black box
and trim it by copying one pixel left

.
8. Create new file f.e. new_rhomb.bmp and paste from buffer.
Save. Over.
Download ISO_convert and templates in .zip -
http://narod.ru/disk/5575272000/New_rhomb.rar.html - Russian page< but put Captcha and press button for download.
P.S. I think This method for allbody...
Actually i use another way - script method and without sust_Graf, but for it i use nofreeware programs...

About modelling...
Verfasst: 09.02.2009, 15:58
von JOSS[WildCat]
Is nice prog - PhotoModeler 3.1 Pro, Lite.
PhotoModeler is designed to build 3D models based on photographs. As in Canoma, the user is invited to specify the key points, lines, surfaces in the picture, then it outlines generated 3D model. Model superimposed on the texture, also with photos. The work of course is very laborious and slow, but nevertheless create 3D models of complex shapes is not from scratch. PhotoModeler is available in two versions, Lite and Pro. First a simplified version is distributed free and has some restrictions on the size and complexity of the models. The second version, more powerful c maximum capacity and the rich libraries of objects available on CDROM as well as a downloadable file from the Internet is already paid.
Scrins -
http://artdecom.mesh.de/images/werkzeug ... church.jpe
http://artdecom.mesh.de/images/werkzeug ... rerari.jpe
Tutorals -
http://www.photomodeler.com/downloads/tutorials.htm
Link of work -
http://home.hccnet.nl/h.van.oerle/phomod/phomod.htm
And export to 3dMAX -
http://3d-garage.com/
Verfasst: 09.02.2009, 18:31
von Last Soldier
yes use graphics from Blitzkrieg or other games is one way, in RWM eastfront scheme is something from BK i think..
PhotoModeler looks interesant

Verfasst: 09.02.2009, 19:02
von JOSS[WildCat]
We can use SS3 grafix in SS2 mods!
I know as extract all 3D models with skins...
In other games it is possible but "eazy" or "hard" ways...
New models NO problem!
The Problem is - so many models...

Verfasst: 09.02.2009, 19:26
von nevux
Hi,
I have a question about the SO record editor.
When i try to import a new bitmap an error is prompted that says 'the index lies outside matrixboarders''
Does any1 have a clue what the problem is here? The image im trying to import was edited from a digital photograph.
Gr
Verfasst: 09.02.2009, 19:38
von JOSS[WildCat]
nevux hat geschrieben:Hi,
I have a question about the SO record editor.
When i try to import a new bitmap an error is prompted that says 'the index lies outside matrixboarders''
Does any1 have a clue what the problem is here? The image im trying to import was edited from a digital photograph.
Gr
I think for import first U need convert .bmp in editor format...
Something like 32 or 24 bit (I don`t use jet this editor) ... but see format of original .bmps and yours f.e. in XnView...