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Team Color/materiale help

12-19-2006, 10:41 AM#1
Deje
Well thanks to some users in here i learned have to import my models. Now comes the issues with getting the texture to fit. At first it just showed the model with no texture and team color all over it. Then i changed some of the code, and the texture worked again.

I wanted to make some of the model in teamcolor, so i made the area transparent and tried, this time it was just white. I searched around the forum and tried to include something in my code The code now looks like this:

Code:
Textures 1 {
	Bitmap {
		Image "Textures\gunman.blp",
	}
	Bitmap {
		Image "",
		ReplaceableId 2,
	}
}
Materials 1 {
	Material {
		Layer { 
			FilterMode None,
                        Unshaded,
			static TextureID 0,
			}

		Layer { 
			FilterMode Blend,
			static TextureID 1,
			}
		}
}

I'm a complete noob in this area so i have no idea what i doing. Through i have a basic knowlege about materials I can't seem to find the secret here. Can anyone help?
12-19-2006, 10:55 AM#2
Xlightscreen
mmk well first of all is this from gmax or 3dsmax? and if so I recommend that you save the text as a mdl. Then download the Magos Model Editer and apply your skins with that. it has at defualt team color already set so you just got to import your texture.
12-19-2006, 12:00 PM#3
Deje
Its from 3dsmax.

I tried allover, and add the texture. To get the layers right i tried looking at some models from wc3c, and got it to work.

Thx...
12-19-2006, 12:31 PM#4
Deje
Hmm, a other quick question. I know that the fps should be 20 or 30, but how long should the animations be? I wouldnt find anything by searching.

I was thinking something like 100 frames for a walk?

btw. animation in 3dsmax and gmax is the same >D
12-19-2006, 02:19 PM#5
Rao Dao Zao
I go for 20 frames at 24fps usually, so just under a second's worth.
12-19-2006, 08:37 PM#6
Xlightscreen
mmm warcraft works at 960fps lol but if you work at lower fps then go ahead. I think they only have 960 becuase of unit speed varations from abilities and stuff. And if you do happen to work in that i usly work with 1000 frames per animation.
12-20-2006, 10:32 AM#7
Rao Dao Zao
1000fps is going to give you thousands of keyframes you just don't need. I heard that Blizzard did it all in 30.

The 1000fps just give super-smooth interpolation, you're not actually supposed to create stuff with it.
12-20-2006, 12:29 PM#8
Nasrudin
The fps are 1000 only in mdl format. You shouldn't need more than 30, really. 20 isn't bad either, but might be a tight limit if you want do do a sequence of smooth but fast movements.
12-20-2006, 09:50 PM#9
Xlightscreen
Quote:
Originally Posted by Rao Dao Zao
1000fps is going to give you thousands of keyframes you just don't need. I heard that Blizzard did it all in 30.

The only way you get thousands of keyframes if you animated it frame by frame lol. the only way you create a keyframe is if you change the positon the model at a certain point and then the computer fills in the gap with a position,rotation,or scale tween.

But anyways as I stated before you would probaly wan't to animate at those speed. For smooth transition when the units animations slow down becuase of spells and such.

ow btw. i said i used 960fps and used about 1000 frames PER ANIMATION. there a diffrence there :P
12-21-2006, 06:26 AM#10
Deje
I just tested it yesterday, where I used 30 fps in 3dsmax and it works fine. I'm sure 960 fps would work too, but in mine cause I find it would be very confusing, mostly because I'm not used to animating this much.

a bit offtopic:
I finished my first model :) With stand and walk animation right now, still needs some animations.