Egozi44 28 Posted April 27, 2016 I trying to fix some treads animations for one of my vehicles going more or less by this guide http://www.derelictstudios.net/site/killasmods/tut5.php The issue is that when I change the shader to W3D and go to Vertex Material, shader, textures, it will make max enter to infinity loop state and anything I will do will freeze it... Does it supposed to happened if something missing? did it happened to any of you? if not what max version you uses? I uses max 9 + SP2 and have no clue why it happens and if I in the right track Share this post Link to post
Lauren 78 Posted April 27, 2016 Don't use the W3D thing at all. TW+ only uses DX9 shaders. Share this post Link to post
Egozi44 28 Posted April 27, 2016 (edited) Thanks for the info But how I can "animate" (since it not real animations) the treads without it then? Even TE's modder said to use it.. I totally lost here ^^.. Edited April 27, 2016 by Egozi44 Share this post Link to post
Stygs 25 Posted April 27, 2016 (edited) How about opening one of the Sample Assets and look how EA made it? Thats the whole point of the Sample Art packs after all. (hint: the way treads in TW are done totally sucks) Edited April 27, 2016 by Stygs Share this post Link to post
Ravendark 46 Posted April 27, 2016 The w3d part is outdated in that tutorial i said that before. in TW and KW treads use a scrolling shader. where the texture scrolls in a certain direction in your uvw map. Have a look at this tutorial: http://cncguild.net/item-148 but basically like styggs said..open one of the sample max files from the TW sample art..i would recommend the predator or mammoth(the mammoth is a bit more convoluted in amount of sub objects and bones it uses) and see how they use the shader. Share this post Link to post
Ravendark 46 Posted April 27, 2016 How about opening one of the Sample Assets and look how EA made it? Thats the whole point of the Sample Art packs after all. (hint: the way treads in TW are done totally sucks) Iirc Sage2(RA3) uses a animated bone system right? Aside from that, i never tried it, you could do a animation/path constraint setup...you could still keep a one mesh tread layout, just increase it complexity a bit and i think the engine could still handle it? As long as you wwskin the correct vertices to the correct bones that follow the animation path i don't see an issue with the animation not working. The only issue would be..is it worth the trouble as most treads are obscured with parts of the chassis anyway and not importantly visible in game... Share this post Link to post
Lauren 78 Posted April 27, 2016 (edited) RA3 uses the same as TW, just that the engine is now able (again) to animate the texture on its own (by setting shader variables). As EA completely left out track animations from BfME it was never a necessity (even the badly ported tank draw didn't have it really working). So by the release of TW they didn't have it working again so they had to work around the issue with multiple subobjects. The name you specify in RA3 is the actual sub object that is the tank thread. Edited April 27, 2016 by Lauren Share this post Link to post
Egozi44 28 Posted April 28, 2016 (edited) I sort of aware how the treads works like more or less, I just didn't was sure how to do it in max, I followed the guide in cnc guild, the guy there don't explained some stuff like what shader I need to use or what texture need to be applied to the secondary texture TE's creator said to use BasicW3D which don't have secondary texture at all while guide only Hint (*H-i-n-t*) to use DefaultW3D, So I used the DefaultW3D shader, put the same tread textures into both basic and secondary, also cloned the treads 4 times renamed each objects and shaders names to the same name he said so that each object will have it own martial and shader, but stuck at the UVW unwrap point, the guide don't tell you how to use the basic unwraping so at "TreadsMove" and onward I didn't knew what to do since I have no clue how to add these green lines to the UVM Anyone here can help me out with it? :/ P.S the predator's files he gave as example seem to use the W3D thingy I really don't need to touch these stuff? cause max freeze for me the moment I do Edited April 28, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted April 28, 2016 You are looking at the wrong thing in the predator files, but weirdly enough when i import the settings aswell from that file it doesnt import the correct settings. Best thing to do is just manually use the Defaultw3d.fx shader and use the following settings: Just make sure that texmap0 is set to 1 (scl/move) and uv0 scl/move set the color to R=1.0 G=1.0 and B(blue) the scroll direction to anything but 0.0...use something between 0.0 and 1.0 you also don't need to use a secondary texture iirc. That is for your moving treads. for your stationary treads set the blue color to 0.0 and it wont scroll. Those green lines in the picture of the tutorial are just your edges... Share this post Link to post
Egozi44 28 Posted April 28, 2016 (edited) Thanks I will try it when I be home So the greens lines not relate to it? He made it look like you need to set them that way in the tutorial And each pic had them in different position despite using the same object and gizmo Oh btw as you know we must put all the textures in max or it won't let us save, so I must add some texture in the secondary one Edited April 28, 2016 by Egozi44 Share this post Link to post
Ravendark 46 Posted April 28, 2016 Those are basically the seams of your unwrap. Your borders. If they are white it more or less means they are stichted together, while green means it is not connected (within the uvw layout at least). I am not sure if i am explaining this right tbh. But basically your tread texture spans from the left border to the right border and scrolls seamlessly from left to right. If you make sure your uwv are inside the tread texture it should work as intended. If you need to reverse the direction you flip the unwrap 180degrees horizontally. I'm honestly finding it alot harder to explain then to do. If you do it a few times even with trial and error it explains itself automatically imo. Share this post Link to post
Stygs 25 Posted April 28, 2016 Yeah, Its pretty easy do to and hard to explain. Basicly, you just need 2 shader settings - one for movements (forward, backwards, turning) and one for no movement at all and 4 or 5 track models with different UV settings. Forward and no movement are pretty easy to make. Just apply the shader and you should be done in most cases. For moving backwars, you need to flip the UV map (thats why there are 2 tracks on the texture - one for each direction). For the turning models, you need to flip only one tracks UV map. Basicly, just try to understand how the forward movement works, then try the reverse one and then the models for turning are pretty self explanatory. Share this post Link to post
Egozi44 28 Posted April 29, 2016 Thanks for the help guys, was able to make it work Wish someone will write up to date guide about the treads, because I just know I will forgot what the hell I done there if I won't do it again any time soon (and I don't have reason to do it again any time soon because I don't have any other imported unit with treads atm) Share this post Link to post
Stygs 25 Posted April 29, 2016 Well, it seems your units are using the forward treads when moving backwards. Otherwise very good work Share this post Link to post
Egozi44 28 Posted April 29, 2016 (edited) Thanks So far all KW's units do it, I looked on the predator and scorpion, seem like EA didn't made backwards condition? O.o Edited April 29, 2016 by Egozi44 Share this post Link to post
Stygs 25 Posted April 30, 2016 Some units (like the Mammoth) have it. EA either run out of time or never bothered with it xD Share this post Link to post
Ravendark 46 Posted April 30, 2016 I wonder if the reverse move was a planned feature or atleast a well worked out one. Because you can make units slide across the screen depending on when you click. Share this post Link to post