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RE: Spellir's Models.

Posted: Tue Aug 24, 2010 2:07 pm
by rickier65
ORIGINAL: spellir74

I made a storyboard vid of the PzC Ostfront halb kette (like a ken burns thing).

To make the sound track, I used the storyboard prog's included Robot Amadeus (It is auto generated music!).

It is my first vid; my first youtube upload. So it is really just a probe. But some might get a kick out of it.

http://www.youtube.com/watch?v=ihA-VR9bfmE

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Image

hey, thanks for the vid tour! nicely done.

Rick
(now about that Russian M3 lend lease HT...-- just kidding)

RE: Spellir's Models.

Posted: Tue Aug 24, 2010 5:15 pm
by spellir74
Rick, that's your map?

Among the best I've seen.

I just lucked into it: For a test and screen cap demo, I put all the HTs in their company deployment OOBs and in period specific groups coming down different roads on that map (or occupying villages or preparing bridges or staging in wood-line). It made for a nice tour when I was testing.

RE: Spellir's Models.

Posted: Tue Aug 24, 2010 7:12 pm
by Geordie
Those models look excellent. The more I read about PCO, the more I can't wait. Your efforts are definitely appreciated by me.

Cheers

RE: Spellir's Models.

Posted: Tue Aug 24, 2010 9:34 pm
by spellir74
ORIGINAL: NefariousKoel

Great job Spellir!

That Pz38 is definitely an eye catcher.  [8D]


Thanks NefariousKoel! [:)]

RE: Spellir's Models.

Posted: Tue Aug 24, 2010 9:36 pm
by spellir74
ORIGINAL: Geordie

Those models look excellent. The more I read about PCO, the more I can't wait. Your efforts are definitely appreciated by me.

Cheers

Thanks Geordi![:)]

I know it has been a long time.

RE: Spellir's Models.

Posted: Wed Aug 25, 2010 12:12 am
by madorosh
That Großdeutschland sure gets around; the little white helmet shows up everywhere...

Got anything with the GD windmill on it? ;)

I can't remember - is it possible to reskin the vehicles easily? I modded my CM:BB vehicles in all dark grey because they were easier to see...once I put a big red national flag on the hood or engine deck. The camo patterns were nice, but they kept getting lost in the trees (the historical usage of camouflage paint...)

Great models and paint jobs.

RE: Spellir's Models.

Posted: Wed Aug 25, 2010 1:37 am
by spellir74
ORIGINAL: Michael Dorosh

I can't remember - is it possible to reskin the vehicles easily? I modded my CM:BB vehicles in all dark grey because they were easier to see...once I put a big red national flag on the hood or engine deck. The camo patterns were nice, but they kept getting lost in the trees (the historical usage of camouflage paint...)

Yes.

The textures are in PzC/data/armouredunits/the desired unit folder. (If the desired doesn't jump out at you, look in the units XML file --at bottom-- in that main armoured unit folder to see where the model paths to.) There are summer and winter skins for each vehicle (and Inf).

The textures are .dds. Paint.net is a good .dds editor. Set export upon first saving of your edits to dx1 and with mips. (Keep size to 171 or 683 please.) (Some do all their editing in .bmps and only export to .dds as final "mixdown". Using .dds 683 size that really is not as necessary IMO.)

Photsph will open and export dds but not as intuitively.
Great models and paint jobs.

Thanks.

That Großdeutschland sure gets around; the little white helmet shows up everywhere...

They didn't favor themselves the master race for nuthin...

Got anything with the GD windmill on it? ;)

Decal-ing is possible now just recently.

RE: Spellir's Models.

Posted: Wed Aug 25, 2010 1:44 am
by junk2drive
Cat's out of the bag...

RE: Spellir's Models.

Posted: Wed Aug 25, 2010 11:46 am
by junk2drive
ORIGINAL: Rick

ORIGINAL: spellir74

I made a storyboard vid of the PzC Ostfront halb kette (like a ken burns thing).

To make the sound track, I used the storyboard prog's included Robot Amadeus (It is auto generated music!).

It is my first vid; my first youtube upload. So it is really just a probe. But some might get a kick out of it.

http://www.youtube.com/watch?v=ihA-VR9bfmE

============

Image

hey, thanks for the vid tour! nicely done.

Rick
(now about that Russian M3 lend lease HT...-- just kidding)

And an M4 mortar carrier.

RE: Spellir's Models.

Posted: Wed Aug 25, 2010 4:14 pm
by TR Shrum
Will the user's be able to create their vehicle models and insert them into the game? What would be the best program for this; Sketchup? Any suggestions for those of us that wish to do so?

RE: Spellir's Models.

Posted: Wed Aug 25, 2010 4:45 pm
by JMass
ORIGINAL: TR Shrum
What would be the best program for this; Sketchup?

fragMotion, www.fragmosoft.com

RE: Spellir's Models.

Posted: Wed Aug 25, 2010 5:43 pm
by spellir74
ORIGINAL: TR Shrum

Will the user's be able to create their vehicle models and insert them into the game? What would be the best program for this; Sketchup? Any suggestions for those of us that wish to do so?

Yes.

The game uses XML files for data.

Notepad will open, edit and export the XMLs.

The game uses the XMLs to handle "Mechanics" (it doesn't use the 3D model for mechanics): LOS sighting, range, concealment, armor, speed etc (processed by the game engine). The Unit XMLs map to gun file XMLs which rely on data from kill table XML files. The unit XMLs are in data/armouredunits folder; the gun file XMLs are in the data/gun folder; the kill table XML files are in the data/shellkillpower folder.

Open existing PzC XMLs to see how data is formatted and what may need to be changed in order to make new units. (Just use existing gun types in the data/gun folder; most are already made. ...So user is only changing Unit XMLs to make new models.)

What needs to be changed... The Unit XML has the name of unit (the engine looks at that name NOT the outer file name); Nation, speed, size, mass, turret speed and dates-etc ('dates-etc' sync with the random battle/campaign generators and control by date-of-entry what can used in a scenario); armor thickness and angle etc as listed in sections; ammo count and path to gun(s) used; the path to the model etc (model etc = compendium image, model files and TankCommander model[often in data/Infantry folder]).

The engine uses the model files to create the 3D virtual world (nothing more). Those model files are directX file types --".X". (Look in the unit XML file --at bottom-- in that data/armouredunits folder to see where that model folder is.)

Those model files are edited in a model making program _that can open and export direct X files._ I use fragMotion. 3DMax is another and there's polytrans. (Polytrans seems to have a copyright scrambling feature it imposes on its exports and the polytrans exporter apparently is not able to prevent this; Makes things difficult for next-wave modelers (ie YOU). I have debugged almost _every polytrans-made model .X file_ in the PzC game! [8D] (Tedious thankless job!))

The details of PzC model specifics can be gleaned by opening up already done model .Xs and observing how everything was done. Eg look at the .X's bone and material(texture) _properties_ and texture URL paths.

In the model .X files there is "mesh". Mesh is comprised of vertexes and faces. Mesh are put in specific named groups. Those groups are weighted to "bones". The bones are animated... Bones contain internal frames (like movies frames). (Length of film strip is game specific --PzC uses 301 keyframes for vehicles). Move a bone a little --along the standard X Y Z("3D")-- in a keyframe cell; then repeat in next keyframe cell; and then repeat in the next again and etc and over the long haul you will have an animation sequence.

The 3D engine allows windows of opportunity for when any given sequence will be triggered. Eg movement sequence(0-60 keyframes), firing sequence(100-110 ish [depends on gun]), hatch open/close [150-160 AND 201], destruction sequence [215-235 keyframes].

I put instruction-notepads in the data/armouredunits folder giving specifics: necessary "trigger bones" etc; amount of frames and fps for each unit type (vehicle, ATG or Inf).

The mesh faces have textures mapped to them; textures use "materials". PzC uses .dds for texture materials. Those dds texture materials will be in the same folder as the unit's model .X. Also in the model's folder there is a "destroyed.dds" texture that is triggered by engine upon vehicle death and "Normal.BMP" too which handles some lighting Ilooshions. (Keep the destroyed.dds small: 256x256 = 43kb, please.) There are summer and winter skins for each vehicle (and Inf and Artillery).

For human vs human play, the XML files' data fields MUST BE THE SAME FOR BOTH PLAYERS OR THE GAME WILL LOCK. (This prevents cheating but not modding.) Model.Xs, .dds textures and normal.bmp (and compendium .PNGs) can be unique to one player and will not lock game.

----

Paint.net is a good .dds editor. Set export upon first saving of your edits to dx1 and 'with mips'. (Keep size to 171 or 683 please.) (Some people do all their editing in .bmps and only export to .dds as final "mixdown". Using .dds 683 size that really is not as necessary IMO.) (Photsph will open and export dds but not as intuitively.)

---

fragmotion settings for PzC:

fb.asp?m=2556477

RE: Spellir's Models.

Posted: Tue Apr 19, 2011 11:18 pm
by junk2drive
Bump for 251s.

spellir has recently recoloured the grau versions with less blue tint.

RE: Spellir's Models.

Posted: Tue May 03, 2011 2:07 am
by Enigma6584
Bump again for reference.