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Old 01-27-2009, 01:39 PM   #1
Quanon
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Join Date: May 2006
Location: Lost in my own unconsiciousens
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Forum Veteran Veteran Modder Helpful! 
Modelling an new area!

The discussion thread can be found here: CLICK

Hello again!
EDIT: Part VI uploaded.

I'm back with a new set of tutorials about area modelling and everything envolved around it. Looking back these old vids just don't do it anymore.
As to be expected my own skill has grown a bit and I discovered a lot more about area modelling.

Therefore I decided to make some new vids about the whole thing. Hopefully this will help people or give more experienced modders some tips. Mind this tutorial thing, just shows how I do things. Its my own personal style on how to handle the area modelling... eh.. thing

What I want to say is that, this isn't what you MUST do. It just worked ok for me so far. If by chance you know better ways of doing this, then by all means enlighten me and your fellow modders! This is all made to send you on your merry way and create awesome new areas to explore in the game.

Anyway to business; I'll keep the links to my old tutorial vids untill everything is covered again in the new vids. After that I'll "kill" them off, so no one can get confused. Cause, well, I'm quiet chaotic

Well, here's the first new batch of vids; these first six parts deal with making and setting up a walkmesh. Now six parts sounds a lot, well there's a lot to show and talk about, cause walkmeshes are a very important part of your model. Just watch

Walkmesh tutorial:

First 4 parts are in 3Ds Max, how to create your walkmesh and how to work with it in Kaurora.
PART I
PART II
PART III
PART IV

Last 2 parts are about several key files: .vis and .lyt files and the .are, .git and .ifo files.
PART V
PART VI => This one is now uploaded!

Texturing and UVWmapping:

Vid-tutorial in 4 parts, all about how to UVWmap and texture your area.

PARTI
PARTII
PARTIII
PARTIV
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Hello,

The last few days I've been writing down a tutorial on how to model a new area.
This thread is also made to put all the info together I made on this subject.

Last year I made some videos about this aswell. You'll find them all here.
Though these vids are a bit older they should still be very usefull and should complement my writen tutorial.

Though my new written tutorial overrules, there some silly thing I do in my video, mainly about converting the Editable Poly to Editable Mesh as one of the last steps.

That was wrong, convert to editable mesh before you start texturing is my advice now. You'll have less trouble with stretched and ugly textures.

The videos are perhaps more detailed all the way. So if you feel you need to know more look up a video part on that subject. If there is any

Now the written tutorial also comes with a .mod and a .lyt file.
This is so you can quickly test out your own modelled results.

For more and better detailed info on .mod files for an area have look at this tutorial by my friend Marius Fett:Custome Module

After that peek into my .mod file and laugh

Okay the link to my tutorial: CLICK

Links to my videos about modelling an area:

Part 1-4: Starting and all about modelling:
PART1
PART2
PART3
PART4

Part 5-8: Texturing the model:
PART5
PART6
PART7
PART8

Part 9-11: Aurorabase, AuroraLight and exporting.
PART9
PART10
PART11

Part 12: The .mod file:
PART12

Part 13: Last details and test run:
PART13

Have fun and good luck with the modding

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TIQUILAAAAAAAA

Last edited by Quanon; 08-23-2013 at 05:15 AM.
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