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Old 11-07-2009, 09:58 PM   #1
Drunkenup
Default [Help] Basic concepts and steps to making objects for BF2

I myself, am a ambitious person, who of which is trying to learn the steps and gears to 3d modeling in a insanely short amount of time (really ambitious).

What I want to know is the exact steps to modeling, coding, etc for BF2. I understand from today, that the model itself, is the first step, yet I know there are other things such as texturing, UV mapping and crap, but nothing has clarified this even after 2 hours of searching all over google, even though google is my proven savior at times.

So what comes after the "model" and what are the views and concepts towards them.

In a more specific question, my first attempt in modeing, a F/A-18C, which I hope (unlikely lol) to implement one day in PR for the USMC, CF, and ADF faction. My question is is if I should start the model by slabbing on a whole plane, then sculpt the whole middle part of the plane, then add on the wings and details later. If thats not the case, what exactly should I be doing, modeling it with seperate objects, step by step? Another question is how to implement things like glass, transparent objects (I.E. the Glass HUD), rubber (tires), and landing gear. I understand that most of this must be done within BF2 Editor, but must there be something done in the modeling process?

Once again, thank you for helping my newby ass, Thank you.
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Old 11-07-2009, 10:54 PM   #2
Wilkinson
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Default Re: Basic concepts and steps to making objects for BF2

Quote:
Originally Posted by Drunkenup View Post
I myself, am a ambitious person, who of which is trying to learn the steps and gears to 3d modeling in a insanely short amount of time (really ambitious).

What I want to know is the exact steps to modeling, coding, etc for BF2. I understand from today, that the model itself, is the first step, yet I know there are other things such as texturing, UV mapping and crap, but nothing has clarified this even after 2 hours of searching all over google, even though google is my proven savior at times.

So what comes after the "model" and what are the views and concepts towards them.

In a more specific question, my first attempt in modeing, a F/A-18C, which I hope (unlikely lol) to implement one day in PR for the USMC, CF, and ADF faction. My question is is if I should start the model by slabbing on a whole plane, then sculpt the whole middle part of the plane, then add on the wings and details later. If thats not the case, what exactly should I be doing, modeling it with seperate objects, step by step? Another question is how to implement things like glass, transparent objects (I.E. the Glass HUD), rubber (tires), and landing gear. I understand that most of this must be done within BF2 Editor, but must there be something done in the modeling process?

Once again, thank you for helping my newby ass, Thank you.

The ADF already have a new F/A-18.

I suggest trying something smaller. Weapons first. Possibly a knife or handgun. Learn about the whole process and every in and out of Max. I learned the hard way and man that was hell.

Look for any "Creating a Weapon for Source" tutorials. They are best.


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Old 11-07-2009, 11:12 PM   #3
Drunkenup
Default Re: Basic concepts and steps to making objects for BF2

Quote:
Originally Posted by Wilkinson View Post
The ADF already have a new F/A-18.

I suggest trying something smaller. Weapons first. Possibly a knife or handgun. Learn about the whole process and every in and out of Max. I learned the hard way and man that was hell.

Look for any "Creating a Weapon for Source" tutorials. They are best.
I've spent most of my life rushing into things and ending up having to take it slower, and I've sorta gotten used to it to the extent where I like doing it that sort of way. I probably will ditch it for a while and start with a simple rifle.

Screw google, I now worship you Z-Trooper. Lovely list you have made for me. And much thanks for the quick response.
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Old 11-08-2009, 10:18 AM   #4
menedger

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Default Re: [Help] Basic concepts and steps to making objects for BF2

can on detailed about coding?
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Old 11-08-2009, 11:51 AM   #5
Wilkinson
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Default Re: [Help] Basic concepts and steps to making objects for BF2

STICK THIS


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Old 11-08-2009, 08:24 PM   #6
Drunkenup
Default Re: [Help] Basic concepts and steps to making objects for BF2

Sticky indeed.

* Edit, If I may ask, is there a specific proportional value that I must follow for BF2? If you don't know what I mean, ex. in Gmax/3ds max on the bottom toolbars, theres a Grid = whatever its set to? Is there a specific measurement I should use to make sure its in scale? I am using Gmax (a less feature abundant version of 3Ds max).
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Last edited by Drunkenup; 11-08-2009 at 09:05 PM..
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