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nsu
11-05-05, 09:15
Hier hat Gibbage eine Richtlinie für IL2 Modeling gemacht, könnte einer diese ins Deutsche übersetzen, da ich mit meinen 39 Jahren und Hauptschule das nicht kann! http://forums.ubi.com/infopop/emoticons/icon_confused.gif


External

: Format
3D Studio's Max files ONLY! No G-Max, or any other programs are accepted. Currently Maddox games can accept ones done in 3.1, 4.26, and 5.1 version.

: Scale
Scale is not important, but Metric units and 1:20 is preferred.

: Polly Limit
3000 for single engine, 3500 for twin engine and bombers. These are flexible to a limited degree (about 100+ IF NEEDED!). Please ask Oleg if you go over limit. Also remember the limit includes damage model. Currently ground object limit is unknown to me. ALL POLLYGONS MUST BE 3 SIDED! So chop your polygons and then check polygon count.

: Texture
1024x1024 PSD is preferred. Have all of your layers well named, and no national markings. Have two damage layers. DM1 with GM and small cannon damage, and DM2 with larger holes and more damage. Have a separate alpha layer for each damage layer if there is to be a hole. Only 1 sided textures.

: Load outs and weapons.
If your aircraft has weapons that are currently not in the game, (like the P-38 Xmas tree rockets and gun pods) then model them in with the external model. Try to keep polygon count low (around 100-200 polly's). Texture it on a separate texture at 512x512 24bit TGA file.

: Landing gear
You can animate the landing gear to show how it operates and make an .AVI file for Oleg's team, but don't animate it on the final product. Leave the landing gear up with the doors closed. Make sure the doors and landing gear have proper pivot points to show were the hinges are.

: Control surfaces
Same as gear. No need to animate it unless you want to show how it works, but do put in the pivot points.

: LOD (Level of Detail)
This is the hard part. This is when we loose most modelers.
There are 5 LOD's (00-04 with 00 being the highest, and 04 being the lowest). 00 is your full model with no changes. It's best to save each LOD into its own file and merge them all later. The polly limits listed below are flexible to + or - 100 or whatever you need.

Single/Double or bomber
00 = 3000/3500
01 = 2000/2500
02 = 1000/1500
03 = 500/800
04 = 100/200

LOD 0-2 have everything. 3 remove the landing gear, 4 remove the landing gear and control surfaces.

: Shadow Model
The shadow model needs no textures, or clear peaces on the canopy. This model is used to calculate the shadow only, so it does not need to be high detail. The polly count is extremely low.

00 = 800
01 = 500
02 = 250
03 = 100

0-1 has everything. 2 remove the landing gear, 3 remove the landing gear and control surfaces.

Again, these numbers are flexible. Use a blank material called "shadow" for these models.

: Naming convention
THIS IS CRITICAL! This helps distinguish between LOD's, SM, and DM's and must be done. It's best to name parts as you build.

The name convention is like this.

partname(Left or right)(1-9)_DM_LOD

So for instance, here is a sample name
WingL_d0_00
This name indicates the Left wing, D0 damage model at LOD 00.
WingL_d0_01 indicates left wing, at LOD 01, and so on.
WingL_d1_00 is the left wing with a little damage.
WingL_d2_00 is the left wing with a lot of damage.
WingL_d3_00 is the left wing with critical damage. Most likely blown off depending on how you model it. If it is blown off, then don't make a d3 model. Just make sure you put in a CAP to plug any hole left by the wings removal. I will talk about caps after the naming convention.

Also, there are the SM LOD's. Instead of a d for DM, put in a Y for SM. Like this
WingL_Y0_00 is the left wing shadow model LOD 0
WingL_Y0_01 is the left wing shadow model LOD 1. No need to change the number by the Y.

CAPS. Caps are important for when things are blown off in the damage model. Caps are normally hidden until something is blown off, and the cap fills the gap. Say for instance WingL_D0_00 is blown off by a 37MM from a P-39. Then WingL_CAP_00 will take its place. It would be in the shape of a wing spar with some stuff sticking out of it like metal bars or whatever. It can be considered part of the DM, so caps should look damaged. Caps should be included for LOD 0-3. Since the WingL changes shape through the LOD's, so should the caps.

Here is an example of what parts models should have.

Nose_d0_00
body_d0_00
tail_d0_00
canopy_d0_00
WingLIn_d0_00
WingLMid_d0_00
WingLOut_d0_00
WingRIn_d0_00 Please note. Wings are divided into 3 sections!
WingRMid_d0_00
WingROut_d0_00
AlaronL_d0_00
AlaronR_d0_00
ElivatorL_d0_00
ElivatorR_d0_00
Rudder_d0_00
Forwardwheelstrut_d0_00
Forwardwheel_d0_00 For tricycle landing gear
WheelstrutL_d0_00
WheelL_d0_00
WheelstrutR_d0_00
WheelR_d0_00
WheelwellcoverL1_d0_00
WheelwellcoverL2_d0_00 Notice the numbers for multiple objects with the same name. This can be used anywhere like the elevator or canopy if its in multiple peaces

So now you should have a basic understanding of the naming convention. You do NOT need to fallow my names, but you do need to fallow the _d0_00 stuff. My names are just an example.

COCKPITS

: Polly limit
Between 2500-5000 polly's PER POSITION. If you have multiple positions, its best to do them in separate files unless you can see them from other positions (like the nose cone for the He-111 is all 1 file, were the top gunner is another, and the bottom gunner a 3rd file).

: Texture
Textures are in multiple 256x256 24b and 32b (with alpha) TGA files with a maximum 8MB per positoin. You can should 4 standard guages in a 256x256 texture. Use alpha maps around the guages to help them blend into the panel. You may need to cut the panel into multiple 256x256 textures. In general, the cockpit uses a LOT of alpha maps.

: Guages
It's best to use a flap plane for each gauge. The needle is a flat plane above the gauge. Use alpha maps to cut the needle out. Name the needle something line Airspeed, or Fuel1. No need to name the guages other then the DM gauge.

: Damage model
Done a LOT differently then external. Make a set of 256x256 bullet holes (4 per texture, at least 1 metal texture, and 1 glass texture). Blend the edge of the textures with alpha. Each bullet hole is a plane much like the gauges. There are 4 levels of DM. DM1, 2, 3, and 4. Have fun shooting up your cockpit. Try to spread them randomly and not try to do the typical Hollywood "ant line" pattern. Do a shot up texture for most of your guages and place them just in front of your non-damaged gauge.

: General Tips
The cockpit is not nearly as strict as the external, so the most I can do is give general tips.

Make sure it fits! What I do is export the canopy and cockpit area from the external model and import them into the cockpit and use them as a template. Don't use them for your cockpit model since you will need a much higher polygon count for smoother looking surfaces like on the canopy. Keep the external template model till your done, and then delete them before sending to Oleg's team.

No animations. Make sure the pivot points are set for moving objects like the joystick, throttle, and needles.

Don't model the pilot.

Don't model anything outside of the cockpit other then gun sights or mirrors.

Most switches, knobs, and bolts can be done with 2 polygons (a flat plane cut in half). Just use a texture with an alpha cut. This will save a lot of polygons, and it will look better! Look at the P-38. The bolts on the canopy are 1 polly each!!!

Don't model anything you can't see, like the radio equipment behind the seat. It's just a waist of time and polygons.

Delete all back facing polygons. But make sure that if an object moves, it won't show the faces you deleted. Like the joystick. If you pull it back, you should not be able to see the deleted polygons.

Make sure Oleg's team has reference materials on the instruments. Most pilot manuals have a diagram pointing each instrument out.

Well that's about it. Imp going to have Oleg look over this list tonight and see if I have anything wrong. I will edit things in and out as we go along.

If I missed anything, please ask.

Gib

wäre gut eine Deutsche Richtlinie mit den neusten Erkenntnissen was Olegs Bedingungen angeht zu haben um später den Frust klein zu halten!
Mich interessiert vor allem was Oleg an 3dsmax Dateien haben möchte wie es aufgebaut im Zip sein sollte, wie groß das Objekt (Polis) sein darf (Bodenobjekte, Fahrzeuge u.s.w) die Größe vom Skin (kommt ja auf das Objekt an) für welche Objekte ein "žSchadensobjekt" erstellt werden muss u.s.w!


Gruß NSU http://forums.ubi.com/infopop/emoticons/icon_cool.gif

nsu
11-05-05, 09:15
Hier hat Gibbage eine Richtlinie für IL2 Modeling gemacht, könnte einer diese ins Deutsche übersetzen, da ich mit meinen 39 Jahren und Hauptschule das nicht kann! http://forums.ubi.com/infopop/emoticons/icon_confused.gif


External

: Format
3D Studio's Max files ONLY! No G-Max, or any other programs are accepted. Currently Maddox games can accept ones done in 3.1, 4.26, and 5.1 version.

: Scale
Scale is not important, but Metric units and 1:20 is preferred.

: Polly Limit
3000 for single engine, 3500 for twin engine and bombers. These are flexible to a limited degree (about 100+ IF NEEDED!). Please ask Oleg if you go over limit. Also remember the limit includes damage model. Currently ground object limit is unknown to me. ALL POLLYGONS MUST BE 3 SIDED! So chop your polygons and then check polygon count.

: Texture
1024x1024 PSD is preferred. Have all of your layers well named, and no national markings. Have two damage layers. DM1 with GM and small cannon damage, and DM2 with larger holes and more damage. Have a separate alpha layer for each damage layer if there is to be a hole. Only 1 sided textures.

: Load outs and weapons.
If your aircraft has weapons that are currently not in the game, (like the P-38 Xmas tree rockets and gun pods) then model them in with the external model. Try to keep polygon count low (around 100-200 polly's). Texture it on a separate texture at 512x512 24bit TGA file.

: Landing gear
You can animate the landing gear to show how it operates and make an .AVI file for Oleg's team, but don't animate it on the final product. Leave the landing gear up with the doors closed. Make sure the doors and landing gear have proper pivot points to show were the hinges are.

: Control surfaces
Same as gear. No need to animate it unless you want to show how it works, but do put in the pivot points.

: LOD (Level of Detail)
This is the hard part. This is when we loose most modelers.
There are 5 LOD's (00-04 with 00 being the highest, and 04 being the lowest). 00 is your full model with no changes. It's best to save each LOD into its own file and merge them all later. The polly limits listed below are flexible to + or - 100 or whatever you need.

Single/Double or bomber
00 = 3000/3500
01 = 2000/2500
02 = 1000/1500
03 = 500/800
04 = 100/200

LOD 0-2 have everything. 3 remove the landing gear, 4 remove the landing gear and control surfaces.

: Shadow Model
The shadow model needs no textures, or clear peaces on the canopy. This model is used to calculate the shadow only, so it does not need to be high detail. The polly count is extremely low.

00 = 800
01 = 500
02 = 250
03 = 100

0-1 has everything. 2 remove the landing gear, 3 remove the landing gear and control surfaces.

Again, these numbers are flexible. Use a blank material called "shadow" for these models.

: Naming convention
THIS IS CRITICAL! This helps distinguish between LOD's, SM, and DM's and must be done. It's best to name parts as you build.

The name convention is like this.

partname(Left or right)(1-9)_DM_LOD

So for instance, here is a sample name
WingL_d0_00
This name indicates the Left wing, D0 damage model at LOD 00.
WingL_d0_01 indicates left wing, at LOD 01, and so on.
WingL_d1_00 is the left wing with a little damage.
WingL_d2_00 is the left wing with a lot of damage.
WingL_d3_00 is the left wing with critical damage. Most likely blown off depending on how you model it. If it is blown off, then don't make a d3 model. Just make sure you put in a CAP to plug any hole left by the wings removal. I will talk about caps after the naming convention.

Also, there are the SM LOD's. Instead of a d for DM, put in a Y for SM. Like this
WingL_Y0_00 is the left wing shadow model LOD 0
WingL_Y0_01 is the left wing shadow model LOD 1. No need to change the number by the Y.

CAPS. Caps are important for when things are blown off in the damage model. Caps are normally hidden until something is blown off, and the cap fills the gap. Say for instance WingL_D0_00 is blown off by a 37MM from a P-39. Then WingL_CAP_00 will take its place. It would be in the shape of a wing spar with some stuff sticking out of it like metal bars or whatever. It can be considered part of the DM, so caps should look damaged. Caps should be included for LOD 0-3. Since the WingL changes shape through the LOD's, so should the caps.

Here is an example of what parts models should have.

Nose_d0_00
body_d0_00
tail_d0_00
canopy_d0_00
WingLIn_d0_00
WingLMid_d0_00
WingLOut_d0_00
WingRIn_d0_00 Please note. Wings are divided into 3 sections!
WingRMid_d0_00
WingROut_d0_00
AlaronL_d0_00
AlaronR_d0_00
ElivatorL_d0_00
ElivatorR_d0_00
Rudder_d0_00
Forwardwheelstrut_d0_00
Forwardwheel_d0_00 For tricycle landing gear
WheelstrutL_d0_00
WheelL_d0_00
WheelstrutR_d0_00
WheelR_d0_00
WheelwellcoverL1_d0_00
WheelwellcoverL2_d0_00 Notice the numbers for multiple objects with the same name. This can be used anywhere like the elevator or canopy if its in multiple peaces

So now you should have a basic understanding of the naming convention. You do NOT need to fallow my names, but you do need to fallow the _d0_00 stuff. My names are just an example.

COCKPITS

: Polly limit
Between 2500-5000 polly's PER POSITION. If you have multiple positions, its best to do them in separate files unless you can see them from other positions (like the nose cone for the He-111 is all 1 file, were the top gunner is another, and the bottom gunner a 3rd file).

: Texture
Textures are in multiple 256x256 24b and 32b (with alpha) TGA files with a maximum 8MB per positoin. You can should 4 standard guages in a 256x256 texture. Use alpha maps around the guages to help them blend into the panel. You may need to cut the panel into multiple 256x256 textures. In general, the cockpit uses a LOT of alpha maps.

: Guages
It's best to use a flap plane for each gauge. The needle is a flat plane above the gauge. Use alpha maps to cut the needle out. Name the needle something line Airspeed, or Fuel1. No need to name the guages other then the DM gauge.

: Damage model
Done a LOT differently then external. Make a set of 256x256 bullet holes (4 per texture, at least 1 metal texture, and 1 glass texture). Blend the edge of the textures with alpha. Each bullet hole is a plane much like the gauges. There are 4 levels of DM. DM1, 2, 3, and 4. Have fun shooting up your cockpit. Try to spread them randomly and not try to do the typical Hollywood "ant line" pattern. Do a shot up texture for most of your guages and place them just in front of your non-damaged gauge.

: General Tips
The cockpit is not nearly as strict as the external, so the most I can do is give general tips.

Make sure it fits! What I do is export the canopy and cockpit area from the external model and import them into the cockpit and use them as a template. Don't use them for your cockpit model since you will need a much higher polygon count for smoother looking surfaces like on the canopy. Keep the external template model till your done, and then delete them before sending to Oleg's team.

No animations. Make sure the pivot points are set for moving objects like the joystick, throttle, and needles.

Don't model the pilot.

Don't model anything outside of the cockpit other then gun sights or mirrors.

Most switches, knobs, and bolts can be done with 2 polygons (a flat plane cut in half). Just use a texture with an alpha cut. This will save a lot of polygons, and it will look better! Look at the P-38. The bolts on the canopy are 1 polly each!!!

Don't model anything you can't see, like the radio equipment behind the seat. It's just a waist of time and polygons.

Delete all back facing polygons. But make sure that if an object moves, it won't show the faces you deleted. Like the joystick. If you pull it back, you should not be able to see the deleted polygons.

Make sure Oleg's team has reference materials on the instruments. Most pilot manuals have a diagram pointing each instrument out.

Well that's about it. Imp going to have Oleg look over this list tonight and see if I have anything wrong. I will edit things in and out as we go along.

If I missed anything, please ask.

Gib

wäre gut eine Deutsche Richtlinie mit den neusten Erkenntnissen was Olegs Bedingungen angeht zu haben um später den Frust klein zu halten!
Mich interessiert vor allem was Oleg an 3dsmax Dateien haben möchte wie es aufgebaut im Zip sein sollte, wie groß das Objekt (Polis) sein darf (Bodenobjekte, Fahrzeuge u.s.w) die Größe vom Skin (kommt ja auf das Objekt an) für welche Objekte ein "žSchadensobjekt" erstellt werden muss u.s.w!


Gruß NSU http://forums.ubi.com/infopop/emoticons/icon_cool.gif

csThor
11-05-05, 10:04
De facto kannst du das schon wieder vergessen, denn für FB/PF sind wohl alle Messen gesungen und die neuen Richtlinien für BoB sind noch nicht draußen bzw gingen nur an bestimmte Leute, die diese auch nicht veröffentlichen dürfen/können.

nsu
11-05-05, 10:46
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by csThor:
De facto kannst du das schon wieder vergessen, denn für FB/PF sind wohl alle Messen gesungen und die neuen Richtlinien für BoB sind noch nicht draußen bzw gingen nur an bestimmte Leute, die diese auch nicht veröffentlichen dürfen/können. </div></BLOCKQUOTE>

Jch denke/ hoffe die IL2 Serie ist noch nicht vorbei da die Ju88 u.s.w noch fehlen wird bestimmt im Spätsommer noch ein Patch/ Add-on kommen.
Da hoffe ich das ich ein paar Objekte einbringen kann da Oleg ja kein Schadensmodell oder FM dafür benötigt!

http://people.freenet.de/nsu1/3dsmax/Boxgroup%20german/Kisten3.jpg

Gruß NSU http://forums.ubi.com/infopop/emoticons/icon_cool.gif

csThor
11-05-05, 10:50
Eben nicht. Soweit ich weiß, ist die Deadline für alles schon ne Weile vorbei und sämtliche Arbeiten an FB/PF geschehen "nebenher". Ginge es nämlich nach Ubi gäbe es gar keine Arbeiten an FB/PF mehr ... http://www.ubisoft.de/smileys/angry_2.gif

nsu
11-05-05, 12:31
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by csThor:
Eben nicht. Soweit ich weiß, ist die Deadline für alles schon ne Weile vorbei und sämtliche Arbeiten an FB/PF geschehen "nebenher". Ginge es nämlich nach Ubi gäbe es gar keine Arbeiten an FB/PF mehr ... http://www.ubisoft.de/smileys/angry_2.gif </div></BLOCKQUOTE>

Glaubst du, das die Ju88 gar nicht mehr kommt?
Kann ich mir nicht vorstellen, auch weil er den italienischen Flieger Modeller eine Frist zugesichert hat, damit sie ihre Flieger noch in IL2 bringen können!

Aber egal, da BoB sehr weit entfernt ist baue ich die Kisten auf IL2 Standart und hoffe mal, das sie noch ins Spiel kommen wenn nicht dann war es den Versuch wert! http://forums.ubi.com/infopop/emoticons/icon_smile.gif


Gruß NSU http://forums.ubi.com/infopop/emoticons/icon_cool.gif

csThor
11-05-05, 12:54
Sowohl Ju-88 als auch die italienischen Kisten (zumindest einige) waren wohl entweder innerhalb der Deadlin oder nur ganz kurz danach fertig. Die sind aber eben noch nicht soweit, als daß sie mit 4.0 kommen könnten.

Vielleicht sollte foo.bar hier ein paar Worte sagen, sofern er das darf.

Foo.bar
11-05-05, 13:07
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Vielleicht sollte foo.bar hier ein paar Worte sagen, sofern er das darf. </div></BLOCKQUOTE>

ich habe kuzma kontaktiert, ob ich hier eine deutsche übersetzung der aktuellen richtlinien für eisenbahn-objekte posten darf. die antwort steht noch aus. über andere dinge als eisenbahn kann ich eh' nichts sagen.
bezüglich deadline der PF-sachen vertrete ich eher csthors meinung. trotzdem wäre ich angenehm überrascht, falls doch noch kleinigkeiten in PF reinkommen könnten.