Any modeling tutorial?

Got something that makes Armagetron look shiny? Post it here.
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Versus
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Any modeling tutorial?

Post by Versus »

I'm thinking about making some models but I don't know how to convert and where to put, I already read some things on the wiki but I don't know how to get the .mod file, can anyone help me?

When I put my bike model(.ase) on the right place, it shows up a strage message when I try to run the game.
Versus
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Post by Versus »

Ok, now I've found the right pleace(the moviepack folder), but my model doesn't shows up how it should:

Image

Se? there are some black points and some parts of the model are invisible, what can I do to fix it?
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Lackadaisical
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Post by Lackadaisical »

Did you make sure all the normals are pointed outwards? I'm pretty much a modelling noob myself, but changing the normals (ctrl+n in blender) fixed it for the model I was working on.
Versus
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Post by Versus »

Damn, I use 3ds max, do you know how can I do it with 3ds max?
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Z-Man
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Post by Z-Man »

In the moviepack type cycle (no rotating wheels), you can directy use 3dsmax's .ase export models.
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Lackadaisical
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Post by Lackadaisical »

Erm.. sorry, no, blender is the only 3d program I've used.. maybe google can help you further?
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Post by Versus »

Z-Man wrote:In the moviepack type cycle (no rotating wheels), you can directy use 3dsmax's .ase export models.
Yeah, I did it, but I still have this problem.
Now I kinda "grouped" the model using boolean and the black points are gone, but some parts of it are invisible, take a look:

Image

You can see that some of the invisible parts are like the wheel parts.
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Z-Man
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Post by Z-Man »

Post your model here, perhaps? Apart from the hint about normals, I wouldn't know anything else without seeing the model itself.
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Post by Versus »

Here:

Image
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Jonathan
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Post by Jonathan »

I think he meant the files that you give to Arma, not a screenshot of a wireframe rendering. That wireframe doesn't give much information.

Wait, what does lighting do? Arma sets rather strong (clipping) diffuse and specular components that can't reach the bottom part of a model, but what about ambient? That's black by default. It's not too apparent with the default low-poly model with per-vertex lighting, but with high-poly models a distinctly black area could show up like here.
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