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Post by LouisXIV on Apr 1, 2010 10:35:00 GMT 1
What do I need to do simple modifications on existing BK buildings? What do you use to view or change the .san files?
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Apr 1, 2010 21:38:41 GMT 1
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Post by LouisXIV on Apr 2, 2010 11:05:53 GMT 1
So far I have been glancing through Tangram's tutorial. It sounds rather complicated, and he is taking me to places I don't want to go yet. Is there not a simple way to do some simple things first, such as reversing some of the buildings in BK that don't have reverses?
Example:
Since they are already done for me, could I just take these images and export them? Or can I take the separate .san files and reverse them? I presume I would still have to register the building openings with the Resource Editor.
My next step would be to see if I could change the roof pitch on some of the existing buildings. Make them a bit more mediterranean.
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Post by LouisXIV on Apr 2, 2010 11:24:26 GMT 1
Reversing buildings: I forgot about one of the fundamentals. The reversed buildings have their shadows in the wrong places. The shading on the building I could probably do myself. How do you create the shadow on the ground? It doesn't seem to be a part of the building itself.
Perhaps I can try something a lot easier. Taking some of the Ukrainian buildings, removing their chimneys, and thereby making them into Pacific buildings.How about that? Can I export them as is? (Look, Ma, no chimneys!)
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Deleted
Deleted Member
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Post by Deleted on Apr 2, 2010 12:18:29 GMT 1
The shadows are a seperate image. Its easy to mirror them in a painting program like Paint. net But first of all: have you got the Blitzkrieg Resource Kit ? With this you have access to the original TGA format files for all Blitzkrieg buildings etc. You can open these files with any paint program and import or rework the existing file. very easy! After your done you load them in the resource editor, save them and you can retrieve the new files in a automatic created mod file in the BK folder. Then you simply rename the building in the xml file and in the modobjects file. place it in run data and thats that..
** in the resource editor you can allso choose the shooting points, explosion points entrance etc..
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Apr 2, 2010 15:24:19 GMT 1
LouisXIV: on the link i sent, pls have a look at my QuickGuide, not Tangram's. 4 simple steps and you get the idea. really!
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Post by LouisXIV on Apr 3, 2010 11:22:25 GMT 1
LouisXIV: on the link i sent, pls have a look at my QuickGuide, not Tangram's. 4 simple steps and you get the idea. really! Sorry, I was short on time, so I glanced through the first one you mentioned. Scared the wits out of me with all the technical jargon.
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Post by The Machine on Apr 7, 2010 22:08:34 GMT 1
I was going to start a new topic, but since this is roughly on the same subject.. Is there a tutorial regarding the correct camera settings in 3ds max, Maya, etc? I want to render some of my 3d buildings into sprites for BK.
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