Tank tracks in JO/DFX

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Tank tracks in JO/DFX

Postby DR.EVIL~TAG » 01-05-2007 01:09 PM

Tank Track Tutorial
JO and DFX
Written by DR.EVIL~TAG

Help from Loa & Sassa (Thank You)

Sample Files to follow along as an attachment.
The hull and turret must be 2 seperate 3di files

This tutorial will show you how to get tank tracks on vehicles and make them animate with in the game. This is tutorial is written for JO and DFX and not tested in any other NovaLogic (NL) game.

I may update this once the turret tut is done.

Tools I used:

1: 3DS Max7
2: Super OED
3: Adobe PhotoShop 7
4: FWO Pff Utility V7
5: BHD_TS tool for def file. Any other one will work as well

Step 1: Creating the hull.

Creating the hull I will not go into details on how to create the actual hull going into the full break down will make this tutorial to long and its only based on the actual tracks them selfs. Once you do create the hull and make it as you see fit name it 01Hull

Here is the one I’ll be using its Abram hull from my ROE game I’m creating.
Image


Step 2: Creating Road Wheels

Ok here were going to create your road wheels. So for the track vehicle place in the correct amount of road wheels you need for the tank. Label the road wheels back one side first and then back the other side next. So for the abram I have 8 road wheels and 1 drive sprocket per side.
So on the left side lets label the road wheels like this.

DS = Drive Sprocket
RW = Road Wheel

LEFT SIDE:

02DS , 03RW , 04 RW, 05RW, 06RW, 07RW, 08RW, 09RW, 10RW

RIGHT SIDE:

11DS, 12RW, 13RW, 14RW, 15RW, 16RW, 17RW, 18RW, 19RW

Image

Texture them as you would any other static item you create when modelling for the NL games or any game for that matter.

Image

STEP 3: Connecting the wheels.

We’ll have to connect the road wheels and the drive sprockets to the hull now using small boxes with the proper naming convention. Each road wheel and Drive sprocket will need 2 small boxes side by side. These blocks must be lined up in the centre of the wheels like an axle. Placing the _ box closest to the wheel and the ~ closes to the hull.

LEFT SIDE:

_02Center, _03Center, _04Center, _05Center, _06Center, _07Center, _08Center, _09Center, _10Center.

ATTACHMENT POINTS:

~01 , ~01a, ~01b, ~01c, ~01d, ~01e, ~01f, ~01g, ~01h


Image

RIGHT SIDE:
_11Center, _12Center, _13Center, _14Center, _15Center, _16Center, _17Center, _18Center, _19Center.

ATTACHMENT POINTS:

~01i , ~01j, ~01k, ~01l, ~01m, ~01n, ~01o, ~01p, ~01q

Image

Sample01
Image
Ensure there closest to the Hull and not the out side of the road wheel as seen in the small image above (sample01). You can see it is sitting on the out side of the wheel. I moved it out in that screen shot to show you that its in the centre. But keep them as seen in the picture on the left ensuring the _ is close to the middle of the wheel and the ~ is closest to the hull.


STEP 4: The Track

Create a track to go around the road wheels, It does not have to go completely around on top, Unless its an opened track.

Image


Once you have both tracks made titled them 20LT and 21RT . They do not need an attachment point or centre point. Once there made that is all you need to do to them other than texture them.


Image

Now that you have the hull done, We just need to make a few collision boxes and mount points for testing it in the game later on. I will not be covering the Turret at this time, As it is made as a separate 3di file. How ever when I do make the tutorial on the turret you will need to come back to your hull here to add the turret mount points.

Collision boxes, I was going to go into how they are set up , But there put on the tank the same as buildings and any other small item. I used 3 on this tank. I put one on the hull, one on the left tank track and one on the right tank track. I labelled the one on the hull CB01 and the ones on the tracks CB02 and CB03. The last one you need is a full box to go over the entire tank and call it vc01 this the Collision box for Vehicles

Image

The mount point on the tank I placed in the middle near the drivers compartment.
When you place the mount point place it just below the hull so its not visible. Title the mount point UPG ctrlx13. Place a small box near your exhaust and title it UPS FX01 this will give you your smoke effect.

That is basically it for the hull in max. It will get you going anyhow you can add more tid bits later on. I may break this down even further if I have time right from making the actual tank and up.


Now export the hull to an ASE file format to be used with the super OED, Don’t forget to save it as a max file or 3ds as well because you will need it again.

Now let move on into the Super OED and make the tracks spin like they should so we can get this tested in the game.


Once you have the model opened in the OED , Press the letter M for materials. Once in the material section find your track texture.

Under the heading SHADER SELECTION select the Boring-Single textue,Opaque, Uvgen

Image

Next in the parameters you will now see a U Gen and a V Gen button, Click on the V Gen and fill out the STYLE section as seen in the picture.

Image

1:Add-Control Register

2: Start 0.00

3: END 359.0 and the Control Register to Vehicle_Wheels. That is it you done in here. Exit out and go back to the main section of the OED.

Next while you in the main section hit the letter P to bring up the Part Animation window. In here you need to click on every single road wheel and make them all the same.
Reference the picture from here on.

So first thing is to check the box that says Enable Parts Animation. (Number 1) Then click on the first road wheel in there which should be 02DS. (Number 2) Choose Rotate Euler Angle Function (Number 3)
Next select the PITCH (Number 4)
And fill it out as (Number 5)

Do this for each and everyone of the road wheels and the drive sprockets. Then that is it you done in the OED for now on the HULL. You can test the tracks animation by going to the WINDOW menu and clicking the TEST CONTROL REGISTERS and select the Vehicle_Wheels out of it and then slide the bar back and fourth. Once please export the model as a 3di file and save it as a project.

Image

Import the 3di file into the pff file.

Export the Items.def file and decrypt it to plain text using the def tool. Once in plain text add the following into it somewhere .

begin "Drivable Abram1 Tank"
id 103279 <<<<<<<<<<<Change the ID number to a fresh one.
type vehicle
sid Dt801
graphic abrams <<<<<<<<<<Place you 3di file name here with out the extention

Virtualdisplay t80_drvr camera
input_function tank

attrib: AIData neutral NoScar PlayerControl forceasset DynamicShadow UseVK exp1 HasTurret
ai_function cveh
move_function catv
turn_rate 28
turn_rate2 13
acceleration 10
deceleration 20
slip_speed 0
player_speed 66
slip_slope 65
max_slope 70
torque 7
physics 1
spring 6
spring_comp 35
shock 2
mass 101
minai 1
lean 0
flip 15
lean_velocity 0
pitch 0
pitch_velocity 0
bob 0
particlefx Effect_heloHeat1 FX00
particlefxw1 Effect_DirtWake_T FX01 FX_DirtWake_T_SN
particlefxw2 fx_tank_dch FX02 fx_tank_dch_SN
particlefxw3 fx_sml_wk FX01
particlefxw4 fx_sml_wk_f FX01
particlefxs Effect_DirtWakeS FX01 FX_DirtWakeS_SN
render_function tank
default_aip d_5ton
shadow shadow6.tga 4.0 11.0 0.0 -0.15
husk Dt801X
husk_sub_part_types 01_HULL 02_CHUNK_M 03_CHUNK_M 04_CHUNK_M 05_CHUNK_M 06_CHUNK_M 07_CHUNK_M 08_CHUNK_M 09_CHUNK_M 10_CHUNK_M 11_CHUNK_M 12_CHUNK_M 13_CHUNK_M 14_CHUNK_M
unit_type 2
hp 26000
damage_reduc_pp 0.15 0.30
armor 80 80
criticalhp 5001
criticaldrain 100
score 20
radarsig 500
particledeath fx_tank_Exp_M
particleh2odeath Effect_H2OVeExp
particlefinale Effect_VehDrtPuf
// addeweap ewep01 100167 <<<<<<<<<<<<<<Back slash this out for now,
// addeweapC ewep02 100181 <<<<<<<<<<<<<<Back slash this out for now,
sound_profile SP_T80
end


Back slashing them out for now because there what calls for the turret and the gun. Thats a later on thing.

Pleae do not repost this on other sites. My tuts stay with in the following Mod Depot,TxpGone3D, DFReload and Nova Mods titans . Direct those who wnat to view them to those sites.
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Postby loa » 01-05-2007 01:19 PM

outstanding tut doc. i know you worked hard on it all night lol
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Postby DR.EVIL~TAG » 01-05-2007 01:24 PM

Thx Loa, And thank you once again for the help.

I should have the turret one up as soon as I get the barrel elevation working on it.

Oh forgot to mention in the above tutorial I think that the hull and turret must be 2 seperate 3di files
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Postby loa » 01-05-2007 01:43 PM

dude dont mention it. i have had this in my head for so long but just could never explain it the way you just did. excellent job to you
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Postby PyscoFalc » 01-05-2007 03:10 PM

Thanks doc this is so helpfull

sorry i have to say this but do you no how to get the 1st person view right or do you make a interior and have some glass or something like that
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Postby Turtle-ZED » 01-05-2007 03:13 PM

:cool: - way cool.
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Postby DR.EVIL~TAG » 01-05-2007 03:34 PM

sorry i have to say this but do you no how to get the 1st person view right or do you make a interior and have some glass or something like that


This is a work in progress I guess you can say. At the moment the veiw for the tank when driving it is in 3rd person view I guess you would say as your up behind it. The turret isn't mounted to the hull because its made as a seperate 3di file and is attached to the hull through the def file. When in the tuttet manning the big guns then you see part of the barrel and the sight. Can and will take a screen shot later on.

Once I get it fully done the files will be made for downloading as a template. So at the moment this will allow you to put a fully working and drivable hull into the game. Don't for get to play around with the def file to make the tank work the way you want it to work for you.

The turret is almost done i'm just stuck on the evelevation of the barrel. Everything else is working fine it seems. And if I should come across something to make this one better I will be sure to update it as well. I hope i'm somewhat clear on the labeling of things and the pics are ok. Let me know if you need better clarification,
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Postby PyscoFalc » 01-05-2007 03:37 PM

ok thanks Doc Ill leave you alone now and once agian Thanks so much for every one of your tuts they all helped me out :D
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Postby DR.EVIL~TAG » 01-05-2007 05:03 PM

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Postby PyscoFalc » 01-05-2007 05:12 PM

Looking good VGJ

EDIT: just noticed the vid link

tried it and it don't work
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Postby DR.EVIL~TAG » 01-05-2007 05:19 PM

Ahh Rgr should work now Bro , Forgto an X in Txp lol
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Postby PyscoFalc » 01-05-2007 05:30 PM

Nice m8 cheers this is so helpful
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Postby Ziprock » 01-06-2007 10:29 AM

real nice of you to explain it. the pics and explanations are pretty simple to understand. I never thought id make a tank.. think ill take a crack at it now
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