Treads

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

RC-1290

Treads

Postby RC-1290 » Mon Feb 12, 2007 3:57 pm

I'm working on my Tie-Mauler(soo fun allready driving over infantry:P) and I almost finished texturing. So now I'm starting to finish it, can someone please explain how to make the treads work? That would be great :).

Rc-1290'Dreadnought'
Last edited by RC-1290 on Fri Apr 13, 2007 10:48 am, edited 3 times in total.

Sith Master
User avatar
Posts: 2786
Joined: Mon Jun 12, 2006 3:46 pm

RE: Treads

Postby Xavious » Mon Feb 12, 2007 4:48 pm

I don't know much about modeling, but I believe the tread texture needs to be animated.

Murdocr

RE: Treads

Postby Murdocr » Mon Feb 12, 2007 4:52 pm

From what i know, you need to make the tread a different texture, and then add a line in your odf. Look at the snailtank of hailfire for the line.

RC-1290

RE: Treads

Postby RC-1290 » Mon Feb 12, 2007 5:14 pm

yes, i have it use another material/texture. I I have added the lines for the wheels... but that isn't all

Old School Staff
User avatar
Posts: 2059
Joined: Wed Feb 23, 2005 9:54 am

RE: Treads

Postby Qdin » Mon Feb 12, 2007 6:01 pm

do you want them to work the same way as the Snail-tank? the texture on that one is 'just' rolling. Well, actually it's animated UV's whihc is moving around on the texture making it look like it's rolling. Pretty clever, huh? :P

I haven't taked a deep look into it myself, but if I recall right you just gotta use a Flag from the list in the SWBF1 XSI AddOn.

General
User avatar
Posts: 791
Joined: Sat Jul 16, 2005 3:23 pm

RE: Treads

Postby t551 » Mon Feb 12, 2007 6:04 pm

No. Variable speed treads are not done through animated UV's. If they were, they treads would be rolling all the time.

The tread texture is a separate texture, which is specified in an odf call, along with a few others. The hailfire tank is an extremely good example in this situation, because it also has two treads that are used for propulsion and turning.

Jedi Admin
User avatar
Posts: 11083
Joined: Wed Sep 07, 2005 11:42 pm
Location: Indiana
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set

RE: Treads

Postby Teancum » Mon Feb 12, 2007 7:17 pm

From the Hailfire's odf:
WHEELSECTION = 1
WheelTexture = "wheel_left"
WheelVelocToU = 0.4
WheelOmegaToU = -1.1

WHEELSECTION = 2
WheelTexture = "wheel_right"
WheelVelocToU = 0.4
WheelOmegaToU = 1.1


And from the Snailtank's
WHEELSECTION = 1
WheelTexture = "cis_tank_tread_tracks"
WheelVelocToV = -0.8333333
WheelOmegaToV = 0


What I would do is make each tread a separate material, name the left one wheel_left and the right one wheel_right. Then copy/paste that stuff from the hailfire and see if it works.

RC-1290

Postby RC-1290 » Tue Feb 13, 2007 2:47 pm

Well I allready had the wheels use a different material with the thread texture on it(can't find where that material can be found in the explorer). And I edited the odf(and replaced the called texture...I would really be schoked if it would work by just doing that :P. and well, ofcourse that wasn't enough.) But do you want me to make the treads sepperate objects? It isn't possible to name a few polygons, is it? And I don't really see anything in the odf that is calling for the wheels... exept if they're called 1 and 2...

RC

[EDIT] Is there no-one with some more information about this?

RC-1290

Postby RC-1290 » Sun Feb 18, 2007 7:26 am

Thanks :), I'll try that.

RC-1290

Postby RC-1290 » Sat Mar 31, 2007 5:33 pm

Well I continued working on this and I got the wheels to work. Turns out wheel texture points to the polygon Id, not to the texture name. But at the moment, my wheels are using the texture of the Tie-Mauler itselve.


[EDIT] YES!!! IT WORKS!!!, I fixed it and now it WORKS!!!! YAY! Ill see if I can upload a video or something.


RC-1290 Dreadnought

Supreme Galactic Ruler
User avatar
Posts: 2157
Joined: Sat Dec 10, 2005 6:30 am
Location: Waaaaay over there.

Postby The_Emperor » Sun Apr 01, 2007 7:48 am

:D Thats awesome news

High General
User avatar
Posts: 895
Joined: Sat Sep 02, 2006 6:47 pm
Location: London
Projects :: Thinking...
Games I'm Playing :: Black Ops

Postby wazmol » Sun Apr 01, 2007 2:45 pm

wow great news! i hate to sound annoying but will this be released to the public?

thanks in advance

-Waz

Murdocr

Postby Murdocr » Sun Apr 08, 2007 8:24 am

Sorry for the mini bump, but will you be releasing a small tutorial on how to get the treads working? it would be appreciated if you did :D

Brigadier General
User avatar
Posts: 629
Joined: Thu Jun 23, 2005 6:06 am

Postby Jawa_Killer » Sun Apr 08, 2007 8:26 am

he is already making one....!

Murdocr

Postby Murdocr » Sun Apr 08, 2007 8:29 am

oh... thanks for letting me know.

RC-1290

Postby RC-1290 » Sun Apr 08, 2007 8:32 am

I finally found time to make a video out of this. Now I need to find time to make a tutorial. You can find the video Here

RC-1290'Dreadnought'

2nd Lieutenant
User avatar
Posts: 405
Joined: Tue Nov 16, 2004 4:08 pm

Postby Dragonum » Mon Apr 09, 2007 3:14 am

great work, cant wait for the tutorial to finish my new snailtank for our kashyyyk map.

RC-1290

Setting up moving treads for Star Wars: Battlefront II

Postby RC-1290 » Mon Apr 09, 2007 5:01 am

Setting up moving treads for Star Wars: Battlefront II

1. Make a 2 wheeled model (bicycle etc). Make sure the wheel treads are separate objects.

2. Select the polygons you want the tread textures on.

3. Apply the tread texture to both wheels.

4. Select the front wheel tread object and name it wheel_front

5. Select the back wheel tread object and name it wheel_back

6. Export

7. Make a hover vehicle ODF and add this under [Properties] (refer to cis_tread_hailfire.odf)
Code: Select all
WHEELSECTION      = 1
WheelTexture       = "wheel_front"
WheelVelocToU      = 0.4
WheelOmegaToU      = -1.1

WHEELSECTION      = 2
WheelTexture      = "wheel_back"
WheelVelocToU      = 0.4
WheelOmegaToU      = 1.1

If your model only has one wheel or tread object then you only need one WHEELSECTION.
WheelTexture refers to the polygon mesh objects with the tread texture applied, not the actual texture.

8. Next create a msh.option file and put these switches in it:
Code: Select all
-keep wheel_front wheel_back -keepmaterial wheel_front wheel_back




Original tutorial
Hidden/Spoiler:
Ok, I'll just try to make a short tutorial right now.

Setting up moving treads for Star Wars: Battlefront II

step 1. Make your Model.

step 2. Select the polygons you want the wheel textures on.

step 3. Apply the wheel texture on the wheels.

step 4. Select the right wheel polygons (or the left, whichever you prefer to start with)

step 5. File -> Pandemic Tools -> Edit Flags

step 6. Set Render type to 3 (scroll, you can look them up HERE) (Thanks squipple :D)

step 7. At PolygonID, fill in wheel_right (if you selected the left wheel, call it wheel_left)

step 8. Do the same for the other wheel, keeping in mind that you call that one differently.

step 9. Export as normal.

step 10. Make a hover vehicle (hover height = 0) odf and add this:
Code: Select all
WHEELSECTION      = 1
WheelTexture       = "wheel_right"
WheelVelocToU      = 0.4
WheelOmegaToU      = -1.1

WHEELSECTION      = 2
WheelTexture      = "wheel_left"
WheelVelocToU      = 0.4
WheelOmegaToU      = 1.1


WheelTexture refers to the Polygons, not to the actual texture.

Next create a msh.option file and put these switches in it:
-keep wheel_left wheel_right -keepmaterial wheel_left wheel_right

It should work right now.. although I've got the feeling I forgot something.. Oh well, try it out :D. Good Luck!
Last edited by RC-1290 on Mon Apr 09, 2007 9:13 am, edited 2 times in total.

Murdocr

Postby Murdocr » Mon Apr 09, 2007 7:37 am

cool, i'll try this out later. The grid was created by squipple. Thanks for the tut.

2nd Lieutenant
User avatar
Posts: 405
Joined: Tue Nov 16, 2004 4:08 pm

Postby Dragonum » Tue Apr 10, 2007 1:49 am

i tryed the tutorial and we get our new snailtank in our map.

thanks RC-1290


dragonum

Next

Return to 3D Modeling & Animation

Who is online

Users browsing this forum: No registered users and 1 guest