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.

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RC-1290

Treads

Post by RC-1290 »

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 :).

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Last edited by RC-1290 on Fri Apr 13, 2007 10:48 am, edited 3 times in total.
Xavious
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RE: Treads

Post by Xavious »

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

RE: Treads

Post by Murdocr »

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

Post by RC-1290 »

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

Post by Qdin »

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.
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RE: Treads

Post by t551 »

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.
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RE: Treads

Post by Teancum »

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

Post by RC-1290 »

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

Post by RC-1290 »

Thanks :), I'll try that.
RC-1290

Post by RC-1290 »

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.


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Post by The_Emperor »

:D Thats awesome news
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Post by wazmol »

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

thanks in advance

-Waz
Murdocr

Post by Murdocr »

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
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Post by Jawa_Killer »

he is already making one....!
Murdocr

Post by Murdocr »

oh... thanks for letting me know.
RC-1290

Post by RC-1290 »

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

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Post by Dragonum »

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

Post by RC-1290 »

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]WHEELSECTION = 1
WheelTexture = "wheel_right"
WheelVelocToU = 0.4
WheelOmegaToU = -1.1

WHEELSECTION = 2
WheelTexture = "wheel_left"
WheelVelocToU = 0.4
WheelOmegaToU = 1.1[/code]

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

Post by Murdocr »

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

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

thanks RC-1290


dragonum
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