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LRR Pistole Modeling


Masterchief

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Hi again,

well first of all the Modding Suite is well progressing (means in coder´s terms: 1-2 months until first preview^^) but for today

I have something different for you.

We want to have a new Pistole Model for the Pilot Figure in Lego Rock Raiders.

I won´t describe how to import & export models into Lego Rock Raiders and 3d editing packages as I have done that before and if you missed a point I kindly ask you to check my previous entries or to take a look into the Modding Section of this forum.

So let´s start:

We want to be creative so you open up your favorite Modeling Tool ( There are Personal Learning Editions of the great but expensive packages like 3ds max and maya... I am using Max^^)

1. Open your Modeling Application

2. Create a new scene

3. Create A cylinder in the front window with all axis to 0.

4. Here you can be as creative as you want: Model your next gen pistol or a 30 seconds model but keep the polygon count in mind as the Unreal Engine can handle up to 2 Mio. Polygons per Level and the LRR Engine can handle up to 10 Thousand Polygons per Level (well if you know what you do it can even handle up to 40 Thousand Polygons but therefore you should be an experienced programmer and you should always have a clue what you are doing.

5. Once you are finished with modeling your Pistole you need to unwrap it to create an amazing texture for it.

--> If you forget to unwrap it or you don´t unwrap it correctly the model will look messed up ingame or may even crash the game.

I can´t provide you with universal tips here because every 3D Package handles that part in a slightly other way. For further information

about unwrapping in your favorite 3d package a quick google search can turn out really great results.

(I will write a comprehensive guide for that after I finished the Modding Suite but right now I am to busy.)

6. Texture your Model - Again once you unw[Please Talk Properly]d your model in the right way you can texture it like whatevery you want. I just wanted a clear dark metal so set the diffuse color to black or dark grey. The Specular Level to a freshnel fall-of and ready is your metal texture.

If you want you can export your texture template and modify it further in Photoshop or gimp but please keep in mind that the LRR Engine won´t handel texture sizes above 512*512 and more than 24bits - take a look into the original files and you will notice that every file comes in 256 Color Arrangement so for best performance you should do so!

7. Implent your model into the Game -> For that please take a look into my indeep tutorial I wrote in a previous post.

I attached my version of the model unwrapped and textured in various formats for you as well as 2 previous pics and I encourage you to model some thing more creative than me (Hey I did it within 20 seconds^^).

Cheers!

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That word is "unwrapped" but I guess Master forgot the double P. Regardless, it would be nice if he would provide LWOs for this so people without modeling programs can try this out too and see if it actually works rather than being a ton of complicated steps. I also looked at that "indeep" tutorial again, and I'm questioning whether the Pface texture is retained after you do all that stuff with the FBX and such. I can't open FBX files with my version of Lightwave and I've seen no evidence that the texture still works in-game after you modify it. This pistol just has a diffuse texture which I've already done, and it seems that specular is ignored in LRR. Emissive isn't but doesn't really "glow" unless you turn all of the world lighting off. Ergo, we still have no proof that textures as we know them can work in LRR on modified models.

Give me a screenshot of a properly textured custom model in LRR and then I'll believe you. Otherwise I'll stick to my standard "make model, apply embedded textures, export, paint with hex editor" method, which is proven to work, and I have screenshots of colored custom models in-game as that proof. When it comes down to it, Wright, decisive evidence trumps everything.

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@Cirevam:

That word is "unwrapped" but I guess Master forgot the double P
Thanks for finding that Typo, I bet if you even look further you will find many more, I was in a hurry so I didn´t check throught it as my wish was just to get it done today ;)

it would be nice if he would provide LWOs for this so people without modeling programs can try this out too and see if it actually works rather than being a ton of complicated steps.

I agree with you and I will provide the LWO Files for you as soon as I finished with my own texture, the accompanied texture is just a placeholder to start with.

I can't open FBX files with my version of Lightwave
Which version of Lightwave do you own. My version is 9 and I just have to open the file -> Import tab to import the FBX file.

Give me a screenshot of a properly textured custom model in LRR and then I'll believe you.

Will be there soon!

Ergo, we still have no proof that textures as we know them can work in LRR on modified models.

Well we have the prove that the engine can handle 256 color maps and refering to the mail I wrote to datadesign this version should also be able to handle 8 bit and 16 bit textures, the employee wasn´t able to tell me wheter it can also handle 24 bit textures as he doesn´t have the old documentation of the engine.

Cheers!

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