Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: Voss on October 25, 2002, 09:35:14 PM
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I remade the model of the P51D in order to learn some of the mapping strategies. I then wrote a utility to allow rapid loading of various skins on my version of the model, in order to test appearances without having to build an entire terrain.
If, I go forward with this, it will mean a lot of work in duplicating HTC's models and in the end there will, no doubt, still be a need to test skins with the real thing.
Any interest in something like this?
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Here you go :)
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With all the "bugs" on the current skins, it's trully a pian to figure out areas pixel per pixel to have a "professional" work.
Edit the pic, save it.
load terrain, build.
exit, copy to folder
launch AH, launch offline
check it, take pictures to count pixels.
:mad: :mad: :mad: Agggggggggrrrrrrr ....... U N F R I E N D L Y !!!
But I'm happy we can edit the skins, a first tiny step from HTC that I'm thankfull.:D
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That's the whole point in doing this. It would be easier if we could work with the original models, but making a replica will work. In the end this utility could be used to import a larger 3-view type skin and export something for AH.
This program was written in Visual Basic 6. The model was created in MilkShape 3D, which costs only $20 US to register. Complete effort was about 2hrs.
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Why is that a cut and paste screen shot in the dx viewer?
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You don't need to build the terrain.
After you finish skinning your object place it in the "texsrc" folder.
Open up the editor and place the object that you were working on and will see it right away.
If you were going to work on the P51D, place the shape in the editor and say ok to the "object properties" box. Exit and save. Next time you open the editor your P51D plane will still be there and will show the new textures.
-pokie
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yes that works but you dont get the propper lighting effects
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Lol, HiTech, I knew that was coming.
I'll get some web space and a couple more models finished, and then upload it so you can check it out in action.
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good idea
but can we rotate the models in the viewer ;)
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Originally posted by Wotan
You don't need to build the terrain.
After you finish skinning your object place it in the "texsrc" folder.
Open up the editor and place the object that you were working on and will see it right away.
Don't even need to do that...here is what I did.
Open the bitmap in my graphics editor.
Open TE.
Go to a field and place the object. Will use a 109G2 for now.
(Assuming you know how to fly around in the TE) Move in on the object and get a good view of the area you're concentrating on.
Alt+Tab, adjust the skin and save, Alt+Tab, click on the object in the "selection list."
Click the delete button next to the "selection list". Assuming that the 109G2 is still selected, click the Add Shape/Group button.
Ta-Da, it's back and you are already looking at the area you're working on.
As long as you don't click on the map, the object will always be placed in the same position.
Voss,
I don't think we need an extra viewer, but the offer was VERY cool!
Viper
P.S. BTW, set the "Y" measure to 100.00 (100 ft AGL) and you'll be able to get a look at the belly.
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I got webspace. I would be glad to help u get this rolling. Email me doody@most-wanted.org
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aww heck...i wanna play too!