Ok, today were gonna actually do somthing with our new skills.
Objective 11 - Creating a model
We are going to create a barrel! loads of fun. create a cylinder, 8 sides, 6 stacks. select the top vertices, and use vertex>snap together. repeat for the bottom ones. now, move them into the model, so they are a few units inside. scale the 3 center vertex groups out. then scale the middle group down a bit. this should leave you with a nice barrel form (compare with attached pic) and center it on the axises.
Objective 12 - Mapping your model
ok, we have to have some coords to skin with, so were going to export this model to a lightwave object (*.lwo). the next step it to import it to Lithium Unwrapper. (if you dont have it, check http://www.geocities.com/lithunwrap/ )
use Select>all, then tools>uv mapping>cylindrical>Y. Edit>Template>copy to clipboard, then paste it into your favorite art program. save the wireframe, and From LithUnwrap, save the model to a .obj file import the model to MS3D, and re-save. now, take some time to apply a skin to your model. its ok to paint outside the lines. after your done, resize it to 256x256, and decrease the colors to 256. save as a .PCX
Objective 13 - Applying your skin
Go to the materials tab, and click 'new'. fine the two <none> buttons, and click the top one. point it to your skin. now, go to groups. there should only be one object, if there more,regroup them to one. click on the group, anc click select. go back to materials, and click the assign button on the bottom. you should notice, your model is still grey. right click on the 3d view, and change the mode to textured.
Objective 14 - Importing your model
Center your model on all axises, then go file>export>Unreal/UT .3d save it as mybarrel. in your unrealtournament\system directory, edit unrealtournament.ini, and find the 'editpackages' lines. add a line fo the bottom of those lines, 'editpackages=Mybarrel'. now, make a new folder in your unrealtournament directory, called mybarrel. make 3 subfolders, Classes, Models, and Textures. in the classes folder, put mybarrel.uc. in the models folder, put the .3d files (should be 2 of them) and in the textures folder, put your texture. now, we need to edit the .uc file. open it up in notepad.
Change 'Class mybarrel expands actor;'
to 'Class Mybarrel expands StationaryPawn;'
wherever you see 'jtex1' change to 'Jmbrl'
change both 'texture1.pcx' to 'textures/' followed by the name of your texture (if your texture is called mybarltex.pcx, then use 'textures/mybarltex.pcx')
in the DefaultProperties section, add this line:
Physics=PHYS_Falling
Open up a Dos window, and type (where x is the drive UT is on)
x:
cd unrealtournament\system
Ucc make
open up UT, start a practice session, and type 'Summon mybarrel.mybarrel' if the barrel does not appear, look back through, or ask here. if you ask, please PLEASE post your .uc file!
Objective 15 - Class tricks
to make the first pallete entry transparent, add
Style=STY_Masked to default properties.
you can change the scaling of your model with the
#exec MESHMAP SCALE MESHMAP=mybarrel X=0.1 Y=0.1 Z=0.2
line.
you can change your offsets with the
#exec MESH ORIGIN MESH=mybarrel X=0 Y=0 Z=0
line.
Objective 11 - Creating a model
We are going to create a barrel! loads of fun. create a cylinder, 8 sides, 6 stacks. select the top vertices, and use vertex>snap together. repeat for the bottom ones. now, move them into the model, so they are a few units inside. scale the 3 center vertex groups out. then scale the middle group down a bit. this should leave you with a nice barrel form (compare with attached pic) and center it on the axises.
Objective 12 - Mapping your model
ok, we have to have some coords to skin with, so were going to export this model to a lightwave object (*.lwo). the next step it to import it to Lithium Unwrapper. (if you dont have it, check http://www.geocities.com/lithunwrap/ )
use Select>all, then tools>uv mapping>cylindrical>Y. Edit>Template>copy to clipboard, then paste it into your favorite art program. save the wireframe, and From LithUnwrap, save the model to a .obj file import the model to MS3D, and re-save. now, take some time to apply a skin to your model. its ok to paint outside the lines. after your done, resize it to 256x256, and decrease the colors to 256. save as a .PCX
Objective 13 - Applying your skin
Go to the materials tab, and click 'new'. fine the two <none> buttons, and click the top one. point it to your skin. now, go to groups. there should only be one object, if there more,regroup them to one. click on the group, anc click select. go back to materials, and click the assign button on the bottom. you should notice, your model is still grey. right click on the 3d view, and change the mode to textured.
Objective 14 - Importing your model
Center your model on all axises, then go file>export>Unreal/UT .3d save it as mybarrel. in your unrealtournament\system directory, edit unrealtournament.ini, and find the 'editpackages' lines. add a line fo the bottom of those lines, 'editpackages=Mybarrel'. now, make a new folder in your unrealtournament directory, called mybarrel. make 3 subfolders, Classes, Models, and Textures. in the classes folder, put mybarrel.uc. in the models folder, put the .3d files (should be 2 of them) and in the textures folder, put your texture. now, we need to edit the .uc file. open it up in notepad.
Change 'Class mybarrel expands actor;'
to 'Class Mybarrel expands StationaryPawn;'
wherever you see 'jtex1' change to 'Jmbrl'
change both 'texture1.pcx' to 'textures/' followed by the name of your texture (if your texture is called mybarltex.pcx, then use 'textures/mybarltex.pcx')
in the DefaultProperties section, add this line:
Physics=PHYS_Falling
Open up a Dos window, and type (where x is the drive UT is on)
x:
cd unrealtournament\system
Ucc make
open up UT, start a practice session, and type 'Summon mybarrel.mybarrel' if the barrel does not appear, look back through, or ask here. if you ask, please PLEASE post your .uc file!
Objective 15 - Class tricks
to make the first pallete entry transparent, add
Style=STY_Masked to default properties.
you can change the scaling of your model with the
#exec MESHMAP SCALE MESHMAP=mybarrel X=0.1 Y=0.1 Z=0.2
line.
you can change your offsets with the
#exec MESH ORIGIN MESH=mybarrel X=0 Y=0 Z=0
line.