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SW:EaW Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old January 22nd, 2013   #1
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Default Modelling, Textures and Implementation

To anyone who can help,

I've recently ended up with a lot of time on my hands and I'm keen to get into some EAW modding, and naturally this extends to making my own models and implementing them in my mod. The problem is I have next to no modelling experience and not really sure where to start.

My main question is, what programs do you use (I understand it varies from person to person, so reasons why you use that particular program would also be helpful) to both model, make your textures, etc.

My other question is if any of you know of a good guide to modelling for EAW, or even just modelling in general (particularly how to apply textures to a model you've created), could you please post a link.

Thanks very much
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Old January 23rd, 2013   #2
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Default Re: Modelling, Textures and Implementation

You can use whaterver you like to make models but only 3D MAX 6, 8 or 9 can export models to the ALO format used by EAW.
Textures can also be made by whatever you like. Most people use either Photoshop or GIMP (freeware).

The first thing you should do is have a look in the master sticky tread. It has nearly everything you want to know on EAW modding.
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Old January 23rd, 2013   #3
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Default Re: Modelling, Textures and Implementation

Well as warb has already stated concerning the usable modeling tools you would be advised to remember that 3d max has quite a steep learning curve. You might be advised to go for something designed for lower poly creations such as blender or milkshake 3d (blender is free, ms3d is around £30 but well worth it if your going to use it frequently). I would also strongly suggest looking around for prepare models that you can import and pick apart to learn how others have done their modeling. Aside from eawfiles.com there's also starmada.com which you can check. Also don't be disheartened by your initial results. SMS people can take years to get their models looking how they want them to. It just takes patience and time.

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Old January 23rd, 2013   #4
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Default Re: Modelling, Textures and Implementation

Thanks for the advice guys, I have 3DS max 6 from a long time ago, so I'll muck around with that, and I have photoshop cs5 which I have quite a bit of experience with so we'll see what I can't come up with.

You don't mind if I pick apart some of your models Warb? Hehe...

And yeah I'm gradually working my way through all 200 odd pages of the main sticky.

Cheers again.
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Old February 9th, 2013   #5
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Default Re: Modelling, Textures and Implementation

Quote:
Originally Posted by Welshie1411 View Post
Thanks for the advice guys, I have 3DS max 6 from a long time ago, so I'll muck around with that, and I have photoshop cs5 which I have quite a bit of experience with so we'll see what I can't come up with.

You don't mind if I pick apart some of your models Warb? Hehe...

And yeah I'm gradually working my way through all 200 odd pages of the main sticky.

Cheers again.
A lot can be learned -- XML coding easy -- Textures, I'd suggest doing a uv map of your model and draw in the lines -- Modelling takes a while to learn, especially with break ofd HPs and turrets, I use a notepad for proxy names, like P_CORVETTEENGINES and stuff
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