CREATING GAME ART FOR 3D ENGINES- P12

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CREATING GAME ART FOR 3D ENGINES- P12

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CREATING GAME ART FOR 3D ENGINES- P12: Iwish to thank the editing team at Charles River Media (Emi Smith, Karen Gill, Jennifer Blaney, and Jenifer Niles) for their help in getting this book publish-ready. Thanks, too, to my technical editor, Mike Duggan. Also deserving recognition are the guys who make the Torque Game Engine available, GarageGames, who directly or indirectly made this book and the accompanying CD possible. In particular, I want to thank Joe Maruschak at GarageGames for the great articles and forum answers that have helped me and many others get a handle on this engine. I...

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  1. 308 Index using viewing tools, 6–7 assigning weights to vertices with Weight using viewport controls, 5 tool, 238–240 producing simple shape animation avoiding chewing gum effect, 241–242 creating datablock, 159–161 changing skeleton while skinning, 242 editing game.cs to call script, 161 COM object, 224–225 overview, 159 combining bones with bipeds, 248–249 projectile hierarchy, 152 creating bipeds, 176, 223 projectile.dts, 152, 154–155 creating optional controller objects, properties, adjusting for easier modeling, 244 171 deciding between bones and biped, 222 proxies defined, 222 for helper bones at hips, 229 examining skinning process, 232–241 troubleshooting, 288 fitting biped to character mesh, 230–232 ProxiesAndLinking.wmv, 229, 294 keyframing to check mesh deformation, pulsing light, 109 243–244 Kork player biped with custom mesh, R 245–248 railgun animation, 129–131 looking for vertex collapse, 243 railgun.cs, 154 minimizing vertex collapse, 225–230, raised pixels, creating, 209–211 247–248 raygun, see weapons modifying parameters after creating raygun.cs, 154–158, 162 bipeds, 223 raygun.dts, 154, 156–157 moving and rotating bones to check Raygun.max, 54 vertex assignments, 241–244 RaygunTextured.max, 54 moving bipeds, 225 ready position, 187, 204, 226, 247 overview, 222 real-time rendering, 16, 20, 32, 233 robots, 244–245 Reflective map, 105–106 rotating bipeds, 224 reflectivity setting up mesh as 3D template, 222 Assign Material to Selection, 106 understanding bipeds, 223 changing Mono Channel Output to unwrapping before, 190 Alpha, 106 robots defining reflective material in 3ds Max, creating base metal texture, 213 105–106 creating scratched and peeling paint, Reflection mapping in Photoshop, 215–217 104–105 with multiple meshes, 186–187 Show Map in Viewport, 106 rigging, 244–245 Rendering dialog box, 217 unwrapping, 201 rendering out UV template, 72–73 root animation sequence, 282 rendering using Texporter, 73–75 root cycle, 257–258 Reset command (File menu), 4 root pose, 247–248, 256–257 rigging RootAnim.max, 258 assigning weights to vertices with RootPose.max, 258 Absolute Effect, 237–238 Rotate gizmo, 12, 35
  2. Index 309 Rotate tool seams, repairing with Clone Stamp tool, accessing, 3 102–104 compared to Arc Rotate, 7 secondary motion, 252 gizmo, 6 Select and Link, 128–129, 228 rotating Select and Move button, 5 bipeds, 224 Select by Name, 129, 144–145 bones to check vertex assignments, Select tool, 5 241–244 selecting primitives, 5 run cycle Selection button, 8 constraining cam marker, 263 selection windows, 8 defined, 258 Self-Illumination, 120–121 improving, 264–265 SemiOpaqueMaterials.wmv, 110, 293 keyframing biped to run, 258–263 Sequence objects troubleshooting, 289 embedding, 146–148 viewing and adjusting trajectories, 264 export settings, 279 RunCycle.wmv, 259, 294 Set Tangents to Linear, 131 SettingUpGameFiles.wmv, 282, 293–294 S shape, adding to character mesh, 175 saving Shapes list, 161 3ds Max (.max) files, 18 shapes, simple, see simple shapes Figure file, 231–232 Shell modifier, 184–185 Scale gizmo, 27 shoulders and vertex collapse, 225 Scale tool Show Frozen in Gray, 43, 171, 222 accessing, 3 Show Map in Viewport, 15, 69, 106, 170, gizmo, 6 202 scaling Show Tool Pro, Torque, 281–282 to fit Torque Engine, 54–55 side cycle, 265–266 hands for character mesh, 178–179 silver faces, 20 UVs, 80–81 simple shapes Scene Undo levels, 4 animating, 127 Schematic View, 129, 140 modeling, 22–23 screen resolution, 2 producing animation, 159–161 scripting characters setting up and exporting, 140–145 AIplayer.cs, 286–287 shape doesn’t appear in game, 162 for different character meshes in game, skeleton 284–287 applying via Skin or Physique, 232 Game.cs, 286 changing while skinning, 242 overview, 282 nonintuitive dependencies, 255 player2.cs, 285–286 Skin modifier, 232–233, 246–247 player.cs animation script, 282–284 SkinModifier.wmv, 233–234, 294 player.cs datablock script, 284 skinning scripts adjusting envelopes, 233–237 script file editing, 137 applying skeleton via Skin or Physique, scripting health patch animation, 148–149 232
  3. 310 Index applying Skin modifier to character orienting, 169–170 mesh, 233 setting up units, 169 changing skeleton while, 242 snapping to origin, 170 deciding which bones to add to Skin templates modifier, 233 basic run, 259 defined, 233–234 creating, for weapon model, 42–43 moving bones after skinning has started, creating UV template, 200 237 rendering out UV template, 72–73 prerequisites for, 232 setting up mesh as 3D template, 222 SkinningAbs.wmv, 238, 244, 294 Texporter, 73–75 SkinningWeightTool.wmv, 239, 294 TexturedSteel.psd, 107, 208 Slice Plane, 12–13, 173 textures Smooth+Highlights, 5, 11, 15 baking into mesh, 205 Smoothing Groups creating from scratch, 97 assigning, 107 creating in powers of two, 97 modifying, 118–119 distorted, 219 texturing characters, 208 metal, 117, 213–214 smoothing, turning off, 58–59 modeling, in 3ds Max, 217–218 snap, adjusting, 4 reptile, 218 Snaps toggle, 4 scratched and peeling paint, 215–217 spacesuit texture, 208–209 steel, 107, 218 spine, 236 using digital photos for, 96 Standard toolbar, 2, 5–8 working with Photoshop, 97 starter.fps, 129, 134, 137, 149–150 texturing static shapes folders, 135 ammo box, 119–122 steel, textured, 107 animating transparent exhaust material, stitching edges, 70, 80, 92, 192–193 109–110 strafe cycle, 265–266 applying Layer Styles, 107–108 stray vertices, 20, 190–191 applying materials in 3ds Max, 111–112 structurally sound models, creating, 20–21 appropriate equipment for, 96 symmetry astronaut’s face, 211–213. See also adding, to mirror and weld vertices si- texturing multaneously, 47–54 Bevel and Emboss effect, 108, 115–116, adding, to speed up modeling process, 210 171 billboard, 119, 121, 150–151 Symmetry modifier, 47–48, 53–54, consideration, 96 171–172, 194 consistent lighting, 96–97 creating ancient metal, 117 T creating scratched and peeling paint, Tangency types, 127 215–217 template planes creating textured steel, 107 applying templates to planes, 170–171 defining reflective oil drum material in creating, 169 3ds Max, 105–106 freezing templates, 171 drop shadows, 108, 209, 216–217
  4. Index 311 health patch, 107–112 threshold, weld, 25–26, 190–191 helmet texture, 211 Time Configuration, 126, 262 highlighting, 217 Time Slider, 124, 131, 243 Image mode settings, 97 T-junction, 20 Inner Glow effect, 108, 210 Torque Editor, 137 Layer Styles to create raised pixels, inserting simple shape into game, 209–211 141–143 misaligned unwrap, 219 Torque Game Engine modifying Smoothing Groups, 118–119 applying LOD, 143–144 oil drum, 101–107 checking console window, 138–139 Outer Glow effect, 108 exporting game art from 3ds Max, 134 power charger, 115–119 folder structure, 134 preparing UV template in Photoshop, 99 saving and renaming missions, 138 pushing pixels with Liquify tool, 101–102 setting up, 136–139 Reflection mapping in Photoshop, setting up for FPS, 137 104–105 Torque Show Tool Pro, 133, 139, 257, 266, repairing seams with Clone Stamp tool, 269, 281–282, 290–291, 294 102–104 trackball and Arc Rotate, 7 robot, 213–217 trajectories, 264 scratched and peeling paint, 215–217 transform animation, 124, 136 setting up in Photoshop, 208 transparent Smoothing Groups, 107, 208 exhaust material, 109–110 spacesuit texture, 208–209 and frozen meshes, 222 textures not in game, 162 turning edges, 182–183 troubleshooting, 219 twins/twinning, 252 using actions to save time, 98–99 using IFL material, 109–111, 131 U using Layer Effects, 98 Unlink Selection, 129 using Layer Mask for nondestructive Unwrap modifier, 75, 84, 205 editing, 98 Unwrap UV modifier, 59 using Layer Mask for ribs, 211 Unwrap UVW modifier, 61–66 using Layer Styles, 216–217 unwrapping using layers for flexibility, 98 accessing selections in Edit UVWs dialog using offset to make texture wrap, 102 box, 203 weapon, 112–115 adjusting UVs on body, 196 3ds Max ammo box, 82–83 adjusting grid and snap, 4 applying Cylindrical map to model, DTS Export Utility, 140, 144 59–61 installing DTS exporter, 136–137 applying Normal map, 66–67 introduction, 2–3 applying Planar map, 85 setting preferences, 4 applying Unwrap UVW modifier, 61–66 setting up template planes, 169–171 applying utility material, 68–69 shortcut keys, 97–98 assigning Mesh IDs to polygons, 202–203 using drop-downs and panels, 3 baking texture into mesh, 205 workspace, 2–3 body with Normal map, 194–197
  5. 312 Index breaking and overlapping UVs, 195 UV rendering, 72–75 breaking and reorganizing UVs, 195–196 UVs breaking and scaling UVs, 80–81 adjusting on body, 196 character, overview, 190 adjusting on face, 197–198 correcting edge UVs, 79–80 applying photo to face, 212–213 correcting flaws in UVs, 69–70 breaking and overlapping, 195 creating Multi/Sub-Object material, 202 breaking and reorganizing, 195–196 creating UV template, 200 saving, loading, and combining, 204–205 deciding between material/object color, UVW gizmo, 59 58 UVW Map gizmo, 61 described, 58 UVW Map modifier, 15–16, 42, 59, 61, 134, faces, 197–199 169, 183 hands, and adding to body, 191–196 UVW Mapping modifier, 15, 61 health patch, 90–94 helmet, 201 V mirroring and aligning normal-mapped vertices UVs, 75–78 adding symmetry to mirror and weld moving UV vertices to improve mapping, vertices simultaneously, 47–54 71, 85–86 Assertion error during vertex merge, 274, with multiple materials IDs, 202–203 290 Normal mapping cooling fins, 78–79 assigning to every bone, 236 oil drum, 58–75 assigning, to helper bones, 235 Pelt map, 198 assigning weights to, 237–240 Planar maps, 191–196 Cannot Collapse error, 288 planning for, and character modeling, improperly assigned, 287 166 looking for vertex collapse, 243 power charger, 84–90 manipulating for chair model, 14 rendering out UV template, 72–73 minimizing vertex collapse, 225–230, before rigging, 190 247–248 robot and component mesh, 201 moving UV vertices to improve mapping, saving, loading, and combining UVs, 71, 85–86 204–205 moving/adding for character modeling, stray vertices, impact of, 190–191 172–174 stray vertices, removing, 190–191 stray, 20 turning off smoothing, 58–59 welding for chair model, 14 using Planar map for more complex mod- welding, with weld threshold, 25–26 els, 86–90 viewing angle, changing, 7 using Texporter for UV rendering, 73–75 viewing tools weapons, 75–82 3ds Max interface, 2 Utilities panel, 2, 21, 73, 166 using, 6–7 utility material viewports applying, 68–69 3ds Max interface, 2–3 defined, 68 Edged Faces, 5
  6. Index 313 maximizing, and using arc rotate, 11 scaling to fit Torque Engine, 54–55 Smooth+Highlights, 5 scripts for, 153–159 using controls, 5 setting up and exporting, 151–159 Wireframe, 5 texturing, 112–115 Views flyout, 5 troubleshooting, 288–289 visibility animation, 130–131, 136 unwrapping, 75–82 Visibility Track, 130 view in game is incorrect, 162 volume, adding to character mesh, 175 Weight tool, 238–240, 243–244 welding vertices W adding symmetry to mirror and weld weapon.dts, 154 vertices simultaneously, 47–54 weaponname.cs, 162 for chair model, 14 weapons with weld threshold, 25–26, 190–191 adding symmetry to mirror and weld Whole Shape, 140–141, 153, 277 vertices simultaneously, 47–54 Window Selection mode, 8 animation, 129–131 Wireframe, 5 breaking and scaling UVs, 80–81 wireframe, 139, 147, 152, 224, 233, 271 components and hierarchy for, 152 workspace, 2–3 correcting edge UVs, 79–80 World Editor Creator, 137, 141, 148, 149 creating template to model by, 42–43 World Editor Inspector, 137–138, 141–142, editing raygun.cs, 155–157 148, 161 folder, 135 introduction, 41 X–Z mirroring and aligning normal-mapped X-axis, moving objects, 6 UVs, 75–78 modeling, 41–55 Y-axis, moving objects, 6 modeling with plane, 43–47 Normal mapping cooling fins, 78–79 Z-axis, moving objects, 6 preparing and exporting animations, Zoom About Mouse Point setting, 4 152–153 Zoom tool, 6–7
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