Mishka's Workshop.
Mishka's Workshop.
Modelling....modelling...., texturing, mapping.
I'm modelling several things for my worlds and for everyone else.
Currently not working with model requests, just going on my own.
So I decided to make an alienated theme for my world, and I thought: What if instead of having trees and bushes...we had...Mushrooms!
Yes indeed, I created giant "Mushroom Trees" using 3D Studio Max.
More to come soon.
Luminecent Shroom:
Normal Red Shroom:
Brown Bark Shroom:
I'm modelling several things for my worlds and for everyone else.
Currently not working with model requests, just going on my own.
So I decided to make an alienated theme for my world, and I thought: What if instead of having trees and bushes...we had...Mushrooms!
Yes indeed, I created giant "Mushroom Trees" using 3D Studio Max.
More to come soon.
Luminecent Shroom:
Normal Red Shroom:
Brown Bark Shroom:
- MasterNiCron
- Posts: 582
- Joined: Wed Feb 17, 2010 10:57 pm
- Location: Frost
This took longer than I expected. But it's done now.
I call it the........hmm........The Drill Master 3000 ! (with Turbo Drill Enhancement pack).
It's supposed to be a mine. This thing drills out the ore right on the spot, no need for lazy miners! Just a control man to move the drills . Haha
You can see it works on compressed air.
I call it the........hmm........The Drill Master 3000 ! (with Turbo Drill Enhancement pack).
It's supposed to be a mine. This thing drills out the ore right on the spot, no need for lazy miners! Just a control man to move the drills . Haha
You can see it works on compressed air.
I've slowed down on modelling since I'm quite busy with my finals. Anyway, I've just finished this factory.
By the time I finished putting all the windows I wanted to kill somebody.
"Fully operational with two observation/maintainance towers, escape chimneys, etc... Four escape tubes directly connect to the centered chimneys"
Now I just have to figure out how to make the chimneys smoke. Zaroba would you know how I could do that efficiently? Because it's asking me for vertex number and effect type number here.
By the time I finished putting all the windows I wanted to kill somebody.
"Fully operational with two observation/maintainance towers, escape chimneys, etc... Four escape tubes directly connect to the centered chimneys"
Now I just have to figure out how to make the chimneys smoke. Zaroba would you know how I could do that efficiently? Because it's asking me for vertex number and effect type number here.
if you've ever added wheels to a model, its the same process. however ,depending on how your program is running, it might be slightly harder.
the basics are:
you can have 1 effect per model, set via Special menu -> Set Effect Attach point
their are 6 Effect Types:
0 - nothing
1 - black smoke
2 - white smoke
3 - fire
4 - flashing 'neon' (i.e. purple) light source
5 - 'soft' white light
6 - grey smoke
Effect Parameter 1 and 2 can effect how the above things operate, but with the small amounts of testing i've done (tried a few different numbers with smoke and lights) i didn't see any effect on the model so these two settings may not work. its also possible the numbers i tried just didn't work.
Vertex Number is the point on the model where the effect is being attached to.
first, make sure there is a file named ball1.atm in the folder with the model convertor. if i recall correctly it doesn't come with it. if you don't have it you wont be able to physically see what point your attaching the effect to and will have to get the point number via looking at a wire mesh of the model in your modelling program. fortunately getting the file is easy. just take any model you want, copy it to the folder the model convertor is in and rename it to ball1.atm. it also helps to resize it to 1ft or smaller so it only marks the point its on. the convertor will show the model ball1.atm with a solid light blue texture on whatever 'Vertex Number' you have selected to attach the effect to
next, just put the marker where you want the effect to be via scrolling the Vertex Number setting and select the type of effect. you wont see the effect running in the convertor, you will have to view the model in game to see if it looks good and if not, change the effect settings, re-save, and check in game again. just repeat as needed until the effect is where you like it.
before saving the model, be sure to checkmark 'Export Effects' in the 'Export Options' menu
the basics are:
you can have 1 effect per model, set via Special menu -> Set Effect Attach point
their are 6 Effect Types:
0 - nothing
1 - black smoke
2 - white smoke
3 - fire
4 - flashing 'neon' (i.e. purple) light source
5 - 'soft' white light
6 - grey smoke
Effect Parameter 1 and 2 can effect how the above things operate, but with the small amounts of testing i've done (tried a few different numbers with smoke and lights) i didn't see any effect on the model so these two settings may not work. its also possible the numbers i tried just didn't work.
Vertex Number is the point on the model where the effect is being attached to.
first, make sure there is a file named ball1.atm in the folder with the model convertor. if i recall correctly it doesn't come with it. if you don't have it you wont be able to physically see what point your attaching the effect to and will have to get the point number via looking at a wire mesh of the model in your modelling program. fortunately getting the file is easy. just take any model you want, copy it to the folder the model convertor is in and rename it to ball1.atm. it also helps to resize it to 1ft or smaller so it only marks the point its on. the convertor will show the model ball1.atm with a solid light blue texture on whatever 'Vertex Number' you have selected to attach the effect to
next, just put the marker where you want the effect to be via scrolling the Vertex Number setting and select the type of effect. you wont see the effect running in the convertor, you will have to view the model in game to see if it looks good and if not, change the effect settings, re-save, and check in game again. just repeat as needed until the effect is where you like it.
before saving the model, be sure to checkmark 'Export Effects' in the 'Export Options' menu