[TUTORIAL] Creating a new unit from scratch

Discussion in 'Mod Discussions' started by Killerkiwijuice, January 3, 2016.

  1. Killerkiwijuice

    Killerkiwijuice Post Master General

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    Last edited: April 14, 2016
  2. dom314

    dom314 Post Master General

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    Noice.
    stuart98 likes this.
  3. Alpha2546

    Alpha2546 Post Master General

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    So ******* good. PLS stick it like a madman.
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  4. n3ur0o

    n3ur0o New Member

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    i´m so damn thankful !!! nice nice nice :3
  5. DeathByDenim

    DeathByDenim Post Master General

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    That's really neat. Nothing about how to use papatran though? All of this seems to be about getting PA models into 3DS Max, but not on how to get them into PA again. Seems like an essential step in creating a new unit. :)
    (Also, the weirdness about the bone rotations is because raevn never did completely figure out the 3D rotation matrices in the papa file, which is why the weird bone rotations appear.)

    And you might want to enable the automatic spell checker in Word. :p
  6. Killerkiwijuice

    Killerkiwijuice Post Master General

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    Yeah i'll add in some stuff about papatran and my batch files for converting stuff.

    I didn't type most of the documents but they should be readable and understandable.
  7. Killerkiwijuice

    Killerkiwijuice Post Master General

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    Updated the tutorial with a papa conversion document.

    EDIT: Added a google docs link.
    Last edited: January 3, 2016
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  8. lulamae

    lulamae Well-Known Member

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  9. Killerkiwijuice

    Killerkiwijuice Post Master General

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    hm that's weird. Try my new edited one.
  10. lulamae

    lulamae Well-Known Member

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    Got it. Thanks!
  11. jurak

    jurak Member

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    Could I make an air-based boom-bot? Wanna make cruise missiles :D
  12. DeathByDenim

    DeathByDenim Post Master General

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  13. Killerkiwijuice

    Killerkiwijuice Post Master General

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    Yeah definitely. Are you wondering if it's possible or do you need help making it?
  14. jurak

    jurak Member

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    Never made a mod before, so help would be nice ^_^;
  15. w33dkingca

    w33dkingca Active Member

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    Absolubte max poly count for a unit is??
  16. w33dkingca

    w33dkingca Active Member

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    Also what should I name the bones, or do I (im thinking obviously) define them in a config file? I'm using 3ds max and have made normal cubes the bones, setting options to not render so they are hopefully invisible in game.
  17. stuart98

    stuart98 Post Master General

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    There is no max that anyone's tried to reach, just don't go to high. Compare your poly counts to those for vanilla units and make sure that they're similar. The more high poly units there are on the field, the more resource intensive the mod will be.
  18. Killerkiwijuice

    Killerkiwijuice Post Master General

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    bone names don't really matter, but make sure the base bone is bone_root

    you'll just need to change stuff in the animation tree
  19. w33dkingca

    w33dkingca Active Member

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    So base bone should be the centre of the object on the ground level?? Tried the advice of loading .papa models in blender to check the names but sadly the model is linked or something so I couldn't get an exact on bone positioning, also all im using for bones atm are cubes with rendering to invisible, ive linked them to act as bones, will this be fine?
  20. Killerkiwijuice

    Killerkiwijuice Post Master General

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    bone_root must be 0,0,0. And you need to be in edit mode to edit individual bones in blender.

    I'm not sure why you're not using real bones for the bones, what's the point of using the squares? I have no idea if the cubes will work :s

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