Tom's Unit Factory

:wow:

That is going to be a great unit. I take it it will come with more than the maximum 3 attack animations. Perfect for amizon civs. Nice addition to the unit pool, Tom.

Didn't you say something about stopping conversions for a while to work on CoMM3? That didn't last long. Not that I'm complaining.

Cheers,

Nick
 
Here is the unit I am working on next, Alexandra. I can't find the Bow texture anywhere, so I will have to make my own. Bow is not placed properly yet (might even be upside down).

Alexandra.jpg

Are you still planning to do this unit, Tom? I could definitely use it in my fantasy mod for the dark elves if you are.

Sorry for double post.

Cheers,

Nick
 
nick0515 said:
Didn't you say something about stopping conversions for a while to work on CoMM3? That didn't last long. Not that I'm complaining.

I'm still working full steam on CoMM3. Before I had to render each direction of each animation seperately because 3ds doesn't have the built in ability to do such things. But I wrote a Maxscript to do it for me, so now I can render a unit in the background, and work on things at the same time.

nick0515 said:
Are you still planning to do this unit, Tom? I could definitely use it in my fantasy mod for the dark elves if you are.

Yes, I am going to do the above; at that time I didn't know how to attach objects to the unit, but I have since figured that out (which is what I had to do with the BeastMaster). Also, at that time I didn't know how to properly add in the arrow; to be held in one hand and released at the proper time with the bow. But with those things solved, it will be no problem to do these now.

nick0515 said:
That is going to be a great unit. I take it it will come with more than the maximum 3 attack animations.

Beastmaster has 5 Attacks, 2 Runs, 1 Walk, 2 Defaults, 1 Death, 2 Fidgets, and 3 additional 'Damage' Fidgets that can be used as Victory or Fortify. ;) 3 other animations I decided not to do because they were somewhat unexciting and unuseful for civ 3.
 
That looks great!
 
Glad you're still going to do that awesome archer unit, Tom.

Is 3ds Max available for free? From a quick search it appears that older versions might be free to download. Is that right?

I'm seriously thinking about trying to learn how to convert units like you are doing. I think it would take me a long, long time to learn though. It apears that the unit graphics in the Warhammer 40k: Dawn of War games can be exported to 3ds Max so I'd love to convert some of those units for the 40K Mod.

In all honesty, Tom, how hard is it to do these conversions?

Cheers,

Nick
 
Glad you're still going to do that awesome archer unit, Tom.

Is 3ds Max available for free? From a quick search it appears that older versions might be free to download. Is that right?

I'm seriously thinking about trying to learn how to convert units like you are doing. I think it would take me a long, long time to learn though. It apears that the unit graphics in the Warhammer 40k: Dawn of War games can be exported to 3ds Max so I'd love to convert some of those units for the 40K Mod.

In all honesty, Tom, how hard is it to do these conversions?

Cheers,

Nick

Here's a long drawn-out answer :cooool:

I don't believe it is free (haven't looked at if older versions are), you can get a free trial though... which was what I did first (so you might as well d/l it and at least check it out). When I got it I was going to go back to school to get into graphic design (figured I would get a head start; as it was an interest as well). That was when I got Photoshop as well. I spent quite a bit on the both of them, but had a great job at the time, and was doing fairly well. Those plans did not work out (yet) as I had hoped due to unexpected things with the job and on-going medical nonsense.

Right now, I find it fairly easy to do them; but that has only been for the past few units. Before that, for the others I did, I found it tough and frustrating because 3ds is anything but intuitive. The main thing is becoming familiar with how 3ds works. I am far from experienced in any aspect of 3ds; I probably could not create my own model or biped right now without it taking alot of time to learn. And countless hours of google searching has been my friend.

Involves alot of searching for tools for each game to be able to get them into Max. For Atlantica Online, I almost gave up, but found a little 100KB program that was uploaded a long time ago to some site (which was only downloaded under 100 times) which was needed to convert the Atlantica files to be usable (through DOS cmd prompt).

30-Day free trial with much time spent may get you used to the basic's of it, but a tuturial would be almost useless, since every game involves so many different things (importing, how the models are made up, what tools to use, if plug-in's are needed, applying/modifying textures, creating palettes, scene setup, lot's of NIF importer issues (if NIF's are even used, lighting, some game models cannot be used, on and on, etc).

It's taken me a long time; if you decide to check into it, expect to be bedazzled by the crazy program; I still am... most things I do are from the help of online tuturials, as I don't have any complete understanding of what all the stuff actually does.

Prepare to spend alot of time learning it; I could/can/will assist in any way, but 3ds makes programs like PSP, Photoshop, and GIMP look like Windows Notepad.

Get the free trial from their website, and look it over... just prepare yourself to be overwhelmed (there's more options and checkboxes than I have ever seen in a program, and it's like reading a foreign language :lol:). If you stick with it, you'll eventually get it down though.

On the + side, I find it fascinating, it's like an addiction. Great seeing it all in action and come together.
 
Looks great. Wonderful job on this.:goodjob:
 
Here's a long drawn-out answer :cooool:

I don't believe it is free (haven't looked at if older versions are), you can get a free trial though... which was what I did first (so you might as well d/l it and at least check it out). When I got it I was going to go back to school to get into graphic design (figured I would get a head start; as it was an interest as well). That was when I got Photoshop as well. I spent quite a bit on the both of them, but had a great job at the time, and was doing fairly well. Those plans did not work out (yet) as I had hoped due to unexpected things with the job and on-going medical nonsense.

Right now, I find it fairly easy to do them; but that has only been for the past few units. Before that, for the others I did, I found it tough and frustrating because 3ds is anything but intuitive. The main thing is becoming familiar with how 3ds works. I am far from experienced in any aspect of 3ds; I probably could not create my own model or biped right now without it taking alot of time to learn. And countless hours of google searching has been my friend.

Involves alot of searching for tools for each game to be able to get them into Max. For Atlantica Online, I almost gave up, but found a little 100KB program that was uploaded a long time ago to some site (which was only downloaded under 100 times) which was needed to convert the Atlantica files to be usable (through DOS cmd prompt).

30-Day free trial with much time spent may get you used to the basic's of it, but a tuturial would be almost useless, since every game involves so many different things (importing, how the models are made up, what tools to use, if plug-in's are needed, applying/modifying textures, creating palettes, scene setup, lot's of NIF importer issues (if NIF's are even used, lighting, some game models cannot be used, on and on, etc).

It's taken me a long time; if you decide to check into it, expect to be bedazzled by the crazy program; I still am... most things I do are from the help of online tuturials, as I don't have any complete understanding of what all the stuff actually does.

Prepare to spend alot of time learning it; I could/can/will assist in any way, but 3ds makes programs like PSP, Photoshop, and GIMP look like Windows Notepad.

Get the free trial from their website, and look it over... just prepare yourself to be overwhelmed (there's more options and checkboxes than I have ever seen in a program, and it's like reading a foreign language :lol:). If you stick with it, you'll eventually get it down though.

On the + side, I find it fascinating, it's like an addiction. Great seeing it all in action and come together.

Thanks for a detailed responce Tom. I think I may hold off on that until I have a bit more free time. I realised I should be prioritising work on my mods at the moment otherwise they'll never get going.

I will keep trying with the infinitum units though. I just made a unit of a static building and managed to make a palette with GIMP fine so whatever my problem with the infinitum units is it's not the palette. I think I should start again from scratch with it as I may have made a mistake somewhere earlier along the line while following your tutorial.

Still as a long term goal I'd like to have a go at converting units with 3ds Max. The units in Dawn of War look fantastic from the screenshots I've seen.

Cheers,

Nick
 
Okay, the files in the Bioware games (Infinitum) do use sprites in the BIF format, and once extracted they are in the BAM format :lol: (at least the BIF format wasn't named the BIM format), but I have used WinBiff and BAMWorkshop before, so I do know for a fact that it does extract the shadows with the units. So Infinitum must have done something strange to omit the shadow from them since those units were meant for Diablo 2.

I might pick up the games cheap from somewhere like ebay or something.. at least in BAMWorkshop you can preset everything to auto-make a Magenta background, make the shadow the color you want, and the frame size; so when you extract, it is pretty much finished and ready to make into a unit. You can even recolor the unit in BAMWorkshop first.

I will see how offsets work with BAMWorkshop and then go from there (offsets were a problem with the Infinitum units). But this should make it extremely easy for anyone to throw great units together and need pretty much nothing else to do it other than those 2 programs.

BAMWorkshop lets you export as AVI, GIF, and BMP (a BMP Storyboard that is, similar to Civ3 Storyboard; but each Storyboard contains only a single sequence). Good part about the BMP single storyboard is that Flicster can use multiple Storyboards, so you should be able to use Flicster to quickly throw the thing together.

It would be about 50x faster than messing with the Diablo 2 GIF's from Infinitum that don't have shadows and have screwy offsets.
 
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