Slightly OT: Anyone here every built a custom vehicle?

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
zeus
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I cannot find any tutorials on the texture mapping.

Also, any idea how to deal with treads instead of wheels?

Thanks!

Z
SweetTooth

i have seen plea couple tutorials on vehicles. if you give me

http://www.3dbuzz.com/vbforum/sv_dl_list.php?c=13

is the only place i can think of right now as i am heading out the door but when i get home this evening ill look for you.
zeus
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Yeah, I have all of the VTMs.

Unfortunately, they gloss over the texturing. Plus, they only discuss wheels, not other types...

But, I found on the character VTMs they talk about UV mapping. I should be able to get my info on texturing out of there. Unfortunately, (and I don't know why they did this since most people are using the PLE version) I will have to use something other than Upaint to actually put on the texture.
DW_WailofSuicide
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If you're using a custom model, UV mapping is going to be your biggest obstacle. I've seen some really nice vehicle models, but most mod vehicles are poorly textured and end up looking out of place. If you look over at the Epic official forums there's a vehicle mod project, XS, that's been looking for UV mappers / texturers for some time now...

If you're using existing vehicle models then you've got most of your work done for you and all you really need to do is modify the texture in an image editing program using the existing texture as a guideline for how it will map onto the vehicle.
zeus
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Well, it is a custom model I have designed.

I have kept it pretty simple, much simpler than the character that they do in the VTM. However, like I mentioned before, they use the real version of Maya and Upaint. Why?? I don't know...

But, I think with a bit more reading and rewatching it, I may get it. So, I think I have some leads as far as texturing.

My next problem is how to create and deal with the treads (it is a tank). If nothing else, I can cop out and put wheels on it and then cover them or something. It is not like it is real life or anything where the treads determine what kind of movement it has. Heck, I could probably just make it hover if I need to. But, I have seen other models out there with treads, so I know it is possible. Hell, the goliath has them. I just have not looked at the code yet.
DW_Hornet
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Well i would look at the Goliath and the bathtub tank. Also maybe the conveyor belts on the various maps may give you a clue.
zeus
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Apparently the goliath uses something called TexPanner. The "treads" don't actually move. They are just moving textures... ;)
SweetTooth

zeus wrote:Apparently the goliath uses something called TexPanner. The "treads" don't actually move. They are just moving textures... ;)
well it is ONShovertank for a reason. and im still looking for the links. i know i have seen them.

Edit: here are some links that might be somewhat useful for you in the future.

http://www.psyonix.com/onslaught.html

http://www.psyonix.com/NewVehiclesTutorial/

http://architectonic.planetunreal.games ... level.html
zeus
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SweetTooth wrote:
zeus wrote:Apparently the goliath uses something called TexPanner. The "treads" don't actually move. They are just moving textures... ;)
well it is ONShovertank for a reason. and im still looking for the links. i know i have seen them.

Edit: here are some links that might be somewhat useful for you in the future.

http://www.psyonix.com/onslaught.html

http://www.psyonix.com/NewVehiclesTutorial/

http://architectonic.planetunreal.games ... level.html
Yeah, I have all of those links...

Unfortunately, the pysonik ones deal with Max and I use MayaPLE. But, the VTMs from 3dbuzz covers it in Maya. The character texturing VTM covers the UV quite well. In fact, my model is much simpler than the character model.

Now, if I can figure out how to use texpanner correctly, I should be golden.
DW_Hornet
DW Clan Member
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According to mastering unreal technologies there is a formula you will need.

(65535*degrees)/360= unreal rotation units.

up =16384
down =-16383
left=0
right=32768

Pan rate property is textures per second, if set to 2, the texture will move 2 texture sizes in the given direction every second.


*it says the panrate can become unpredictable if you dont use these values.

Hope this helps.
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