Page 1 of 1

[3DSMAX] Adding overlays and null materials

PostPosted: Thu Dec 11, 2008 6:07 pm
by magot
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

PostPosted: Thu Dec 11, 2008 6:11 pm
by RAF_Magpie
Excellent - thanks for that dude.

PostPosted: Thu Dec 11, 2008 6:29 pm
by magot
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

PostPosted: Wed Jan 07, 2009 1:26 am
by Hawkman
Magot - very useful to know :D

Many Thanks for posting.

Hawkers :D

PostPosted: Wed Jan 07, 2009 1:32 am
by Bearcat
I don't understand the use for this... can someone enlighten me?

PostPosted: Wed Jan 07, 2009 1:38 am
by RAF_Magpie
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...?

PostPosted: Sun Jan 11, 2009 2:09 am
by McWolf
:o great!! how to add or mod existing plane and change all decal with shining one as aircraft body?

Re: [3DSMAX] Adding overlays and null materials

PostPosted: Sun Mar 01, 2009 1:53 pm
by PeterD
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