Treads
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Treads
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'
Rc-1290'Dreadnought'
Last edited by RC-1290 on Fri Apr 13, 2007 10:48 am, edited 3 times in total.
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RE: Treads
I don't know much about modeling, but I believe the tread texture needs to be animated.
RE: Treads
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.
RE: Treads
yes, i have it use another material/texture. I I have added the lines for the wheels... but that isn't all
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RE: Treads
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?
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.
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.
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RE: Treads
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.
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.
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RE: Treads
From the Hailfire's odf:
And from the Snailtank'sWHEELSECTION = 1
WheelTexture = "wheel_left"
WheelVelocToU = 0.4
WheelOmegaToU = -1.1
WHEELSECTION = 2
WheelTexture = "wheel_right"
WheelVelocToU = 0.4
WheelOmegaToU = 1.1
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.WHEELSECTION = 1
WheelTexture = "cis_tank_tread_tracks"
WheelVelocToV = -0.8333333
WheelOmegaToV = 0
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 . 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
[EDIT] Is there no-one with some more information about this?
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
[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
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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'
RC-1290'Dreadnought'
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Setting up moving treads for Star Wars: Battlefront II
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)
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:
Original tutorial
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
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:
Last edited by RC-1290 on Mon Apr 09, 2007 9:13 am, edited 2 times in total.