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uberGeezer

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Posts posted by uberGeezer

  1. Originally posted by SlapHappy:

    Also,,,I really like the gun pit! That is just what we need as a "static" in the game for the AT guns!

    Now if we had something like that for the HMG's we would be well on our way......

    I can make different versions of the gun pits - different sizes and shapes - and provide them to the TOW mod community as .3ds files. I have some other variants (someplace) that I will post later (when I can find them).
  2. Originally posted by Stoppelhopser:

    uberGeezer: I did not know it is possible to work around with Gmax. That would let more people do models.

    I have the Gmax that comes with MS CFS3 and FS2004. Haven't really looked into it yet as I try to learn Blender at the moment and am easily confused. Your nice screens look like Tunisia or Italy terrain.

    Gmax is now supported again and can be found at Turbosquid: Turbosquid Gmax

    Turbosquid has the newest edition of Gmax, plus tutorials and support. I have Blender but don't know anything about it.

    RE: Screens - thanks. They are probably too complex for TOW "statics", but they show how rocks and sparse foliage don't have to look boring. I can send .3ds copies of the rock models to TOW modders who may want to experiment.

  3. Originally posted by Dr.Jones:

    </font><blockquote>quote:</font><hr />Originally posted by oragus:

    Sneaksie,

    And how do we read model from the .msh format? 3ds Max don't read that format?

    Hi,

    Oragus, if we decrypt the format of the msh to full extent, check this topic http://tow.sieber-markus.de/viewtopic.php?f=13&t=30 , then it would be possible to create import and export plugin for maya 3d (know maya plugin programming not max 3d). But I don't have time go any futher. So there is very small chance or none that 1C will provide the plugin for Max 3d or any other 3d editor.

    br.

    Dr.Jones </font>

  4. Originally posted by Stoppelhopser:

    </font><blockquote>quote:</font><hr />Unfortunately, the sample TOW Max tank model - a Sherman - crashes Max to the desktop, so I don't know what is required to make a TOW model.

    Too bad. Hopefully Sneaksie finds this thread and can help. Not many TOW owners have MAX (I can only afford the free Blender) I suspect and your work is lovely. </font>
  5. Originally posted by Stoppelhopser:

    Most interesting thread.

    uberGeezer: Excellent work. Like your fortifications and the MarderIII. Would love to see that in game.

    Narses suggested that TOW needed a Marder, and I already had one started. Unfortunately, the sample TOW Max tank model - a Sherman - crashes Max to the desktop, so I don't know what is required to make a TOW model.
  6. Originally posted by RockinHarry:

    Surprise! smile.gif but I´m yet somewhat in doubt if that modding as shown above would work in ToW and also some of the game mechanics are not that advanced as one would have hoped for a combined arms game. But it´s worth a try for sure.

    Yes, the concepts shown above may be too complex for TOW? But, they do show how to avoid the park-like appearance that you complained about. Probably the single best thing to remember when creating terrain objects or laying out a game level, is to make things look "messy" and non-symmetrical.

    Who is developing the Kalypso patch? - the developers or a third party?

  7. Too WW1 looking.

    What was you nick name over in Ostpak team? smile.gif [/QB]

    Hi, Harry. Narses and I have stayed in touch and keep looking for a good combined arms sim to mod. He is currently learning the TOW editors while I am learning how to use 3dsMax. Below are some Max concepts where I attempt to avoid the mechanical-looking regularity that you have complained about - where the trees look like lollipops and the emplacements look like boxes.

    Bridge-1.jpg

    Gun_Pit-1.jpg

    House_Fort-3.jpg

    House_Fort-2.jpg

    House_Fort-1.jpg

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