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[3DSMAX] Adding overlays and null materials

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magot

Posts: 543

Joined: Fri May 09, 2008 6:29 am

Post Thu Dec 11, 2008 6:07 pm

[3DSMAX] Adding overlays and null materials

Hi all,

I finally find way how add overlays.

- create plane object
- adapt shape of plane object according to main object
- assign correct ID and material (I use ID 4,5,6)
- move plane object on surface of main object
- attach plane object with main object in one piece,now plane object=overlay and is as separate element inside main object with differrent material and ID which was assign for plane object.
- make separate planes for digits and letters (one ID,mat for one digit)
- make same planes for decals (one ID,mat for tow sides)
- make overlays for all lods,for all damage objects (uff more work)
- export with Maraz il2 plugin v0.6 or Fatduck exporter v2.52 which have support for internals export.
- done

Null material example as overlay
Image

explanation:
overlay = layer of null material for decals (I use square or rectangle shape)
null material = a "invisible" material build with exceed to next object.Must be named NULL and have always ID=1!

Export meshes with null materials have support -
-Maraz IL2 plugin,
-Fatduck maxsript exporter,
msh converter dont have support for export null mats.

UVW

correct UVW for overlay
Image

bad UVW for overlay
Is not possible re-map it due use same decals textures to other planes
Image

note :
is not possible create two overlays for one decal,

-one overlay for one object is ok
-more overlay fo one object is ok
-one overlays exceed more objects is not possible build up.(in screen)

sample of skin:
Image

there is no possible used a same size of decal as overlay!
Only skin way is there correct.


Adding overlays for D1-D3

Image

- Overlay1 = null.tga
- Overlay2 = null.tga
- Overlay3 = null.tga
- Overlay4 = null.tga

- Overlay5 = xxx.tga (markings)
- Overlay6 = xxx.tga (markings)
- Overlay7 = xxx.tga (markings)
- Overlay8 = hakenfake.tga.tga (markings) :-P

- OverlayD1o = damage1o.tga
- OverlayD1p = damage1p.tga
- OverlayD1q = damage1q.tga
- OverlayD2o = damage2o.tga
- OverlayD2p = damage2p.tga
- OverlayD2q = damage2q.tga
Last edited by magot on Tue Jan 06, 2009 6:54 pm, edited 13 times in total.
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RAF_Magpie

Posts: 2650

Joined: Tue Oct 23, 2007 5:38 am

Location: SAS

Post Thu Dec 11, 2008 6:11 pm

Excellent - thanks for that dude.
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magot

Posts: 543

Joined: Fri May 09, 2008 6:29 am

Post Thu Dec 11, 2008 6:29 pm

a bit updated first post ...
hope that wil be useful this tips,for me working :)

//* edit

:arrow: updated info in first post about adding damage overlays
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Hawkman

Posts: 253

Joined: Wed Jul 30, 2008 12:51 am

Location: Vietnam

Post Wed Jan 07, 2009 1:26 am

Magot - very useful to know :D

Many Thanks for posting.

Hawkers :D
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Bearcat

User avatar

Posts: 536

Joined: Fri Nov 16, 2007 5:40 pm

Post Wed Jan 07, 2009 1:32 am

I don't understand the use for this... can someone enlighten me?
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RAF_Magpie

Posts: 2650

Joined: Tue Oct 23, 2007 5:38 am

Location: SAS

Post Wed Jan 07, 2009 1:38 am

Bearcat wrote:I don't understand the use for this... can someone enlighten me?


Its how you add the overlays for models that you create.... for the markings... you know, those fugly things the game puts on the planes...?
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McWolf

User avatar

Posts: 115

Joined: Wed Dec 19, 2007 11:10 am

Post Sun Jan 11, 2009 2:09 am

:o great!! how to add or mod existing plane and change all decal with shining one as aircraft body?
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PeterD

Mod Member

Posts: 451

Joined: Fri Nov 09, 2007 1:26 pm

Post Sun Mar 01, 2009 1:53 pm

Re: [3DSMAX] Adding overlays and null materials

magot wrote:- Overlay1 = null.tga
- Overlay2 = null.tga
- Overlay3 = null.tga
- Overlay4 = null.tga

- Overlay5 = xxx.tga (markings)
- Overlay6 = xxx.tga (markings)
- Overlay7 = xxx.tga (markings)
- Overlay8 = hakenfake.tga.tga (markings) :-P

- OverlayD1o = damage1o.tga
- OverlayD1p = damage1p.tga
- OverlayD1q = damage1q.tga
- OverlayD2o = damage2o.tga
- OverlayD2p = damage2p.tga
- OverlayD2q = damage2q.tga


I think this depends a bit on a per-plane basis. Checking the P-80 (Multi1) these are my findings:
Overlay 1 and overlay 4 are "RS" and "A" for RAF markings, applied to the fuselage (right and left side)
Overlay 2 and overlay 3 are, again, "RS" and "A" for RAF markings, applied to the tail sides.
Overlay 7 is the main RAF roundel
Overlay 6 is the other RAF roundel (the one without yellow in it, just red and blue)
Overlay 5 is only present on the nose, so I guess it's just for USAAF/USN numbering

If you use overlay 2 and 3 for the fuselage and tail, you get repeated codes in other markings, ie:
01 <roundel> 01 for IJA markings
I haven't checked with overlay 1 and 4 but I suppose it is similar.

So basically I would separate it this way:

Right side:
From tail ----> to fuselage ---> to nose
(Overlay 3) ---> (roundel = overlay 7) ---> (overlay 4)
translates into:
(RS) (roundel) (A) [RAF]
<empty> --> (roundel) --> (01) [IJA]
<empty> --> (germany white "roundel") --> (triangle marking) [GER]
and so on

Left side:
From nose ---> to fuselage ---> to tail
(Overlay 1) ---> (roundel = overlay 7) ---> (overlay 2)
translates into:
RS (roundel) A [RAF]
<empty> --> (roundel) --> (01) [IJA]
(triangle marking) --> (germany white "roundel") --> <empty> [GER]
and so on


Not sure if that makes sense :S


Basically I think it has to use overlay 1,2,3 and 4 in order to have the german markings correctly placed for both sides, while the rest of the nations could in fact just use either overlay 1 and 4, or overlay 2 and 3

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