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Treads
Posted: Mon Feb 12, 2007 3:57 pm
by RC-1290
I'm working on my Tie-Mauler(soo fun allready driving over infantry:P) and I almost finished texturing. So now I'm starting to finish it, can someone please explain how to make the treads work? That would be great

.
Rc-1290'Dreadnought'
RE: Treads
Posted: Mon Feb 12, 2007 4:48 pm
by Xavious
I don't know much about modeling, but I believe the tread texture needs to be animated.
RE: Treads
Posted: Mon Feb 12, 2007 4:52 pm
by Murdocr
From what i know, you need to make the tread a different texture, and then add a line in your odf. Look at the snailtank of hailfire for the line.
RE: Treads
Posted: Mon Feb 12, 2007 5:14 pm
by RC-1290
yes, i have it use another material/texture. I I have added the lines for the wheels... but that isn't all
RE: Treads
Posted: Mon Feb 12, 2007 6:01 pm
by Qdin
do you want them to work the same way as the Snail-tank? the texture on that one is 'just' rolling. Well, actually it's animated UV's whihc is moving around on the texture making it look like it's rolling. Pretty clever, huh?
I haven't taked a deep look into it myself, but if I recall right you just gotta use a Flag from the list in the SWBF1 XSI AddOn.
RE: Treads
Posted: Mon Feb 12, 2007 6:04 pm
by t551
No. Variable speed treads are not done through animated UV's. If they were, they treads would be rolling all the time.
The tread texture is a separate texture, which is specified in an odf call, along with a few others. The hailfire tank is an extremely good example in this situation, because it also has two treads that are used for propulsion and turning.
RE: Treads
Posted: Mon Feb 12, 2007 7:17 pm
by Teancum
From the Hailfire's odf:
WHEELSECTION = 1
WheelTexture = "wheel_left"
WheelVelocToU = 0.4
WheelOmegaToU = -1.1
WHEELSECTION = 2
WheelTexture = "wheel_right"
WheelVelocToU = 0.4
WheelOmegaToU = 1.1
And from the Snailtank's
WHEELSECTION = 1
WheelTexture = "cis_tank_tread_tracks"
WheelVelocToV = -0.8333333
WheelOmegaToV = 0
What I would do is make each tread a separate material, name the left one wheel_left and the right one wheel_right. Then copy/paste that stuff from the hailfire and see if it works.
Posted: Tue Feb 13, 2007 2:47 pm
by RC-1290
Well I allready had the wheels use a different material with the thread texture on it(can't find where that material can be found in the explorer). And I edited the odf(and replaced the called texture...I would really be schoked if it would work by just doing that

. and well, ofcourse that wasn't enough.) But do you want me to make the treads sepperate objects? It isn't possible to name a few polygons, is it? And I don't really see anything in the odf that is calling for the wheels... exept if they're called 1 and 2...
RC
[EDIT] Is there no-one with some more information about this?
Posted: Sun Feb 18, 2007 7:26 am
by RC-1290
Thanks

, I'll try that.
Posted: Sat Mar 31, 2007 5:33 pm
by RC-1290
Well I continued working on this and I got the wheels to work. Turns out wheel texture points to the polygon Id, not to the texture name. But at the moment, my wheels are using the texture of the Tie-Mauler itselve.
[EDIT] YES!!! IT WORKS!!!, I fixed it and now it WORKS!!!! YAY! Ill see if I can upload a video or something.
RC-1290 Dreadnought
Posted: Sun Apr 01, 2007 7:48 am
by The_Emperor

Thats awesome news
Posted: Sun Apr 01, 2007 2:45 pm
by wazmol
wow great news! i hate to sound annoying but will this be released to the public?
thanks in advance
-Waz
Posted: Sun Apr 08, 2007 8:24 am
by Murdocr
Sorry for the mini bump, but will you be releasing a small tutorial on how to get the treads working? it would be appreciated if you did

Posted: Sun Apr 08, 2007 8:26 am
by Jawa_Killer
he is already making one....!
Posted: Sun Apr 08, 2007 8:29 am
by Murdocr
oh... thanks for letting me know.
Posted: Sun Apr 08, 2007 8:32 am
by RC-1290
I finally found time to make a video out of this. Now I need to find time to make a tutorial. You can find the video
Here
RC-1290'Dreadnought'
Posted: Mon Apr 09, 2007 3:14 am
by Dragonum
great work, cant wait for the tutorial to finish my new snailtank for our kashyyyk map.
Setting up moving treads for Star Wars: Battlefront II
Posted: Mon Apr 09, 2007 5:01 am
by RC-1290
Setting up moving treads for Star Wars: Battlefront II
1. Make a 2 wheeled model (bicycle etc). Make sure the wheel treads are separate objects.
2. Select the polygons you want the tread textures on.
3. Apply the tread texture to both wheels.
4. Select the front wheel tread object and name it wheel_front
5. Select the back wheel tread object and name it wheel_back
6. Export
7. Make a hover vehicle ODF and add this under [Properties] (refer to cis_tread_hailfire.odf)
Code: Select all
WHEELSECTION = 1
WheelTexture = "wheel_front"
WheelVelocToU = 0.4
WheelOmegaToU = -1.1
WHEELSECTION = 2
WheelTexture = "wheel_back"
WheelVelocToU = 0.4
WheelOmegaToU = 1.1
If your model only has one wheel or tread object then you only need one WHEELSECTION.
WheelTexture refers to the polygon mesh objects with the tread texture applied, not the actual texture.
8. Next create a msh.option file and put these switches in it:
Code: Select all
-keep wheel_front wheel_back -keepmaterial wheel_front wheel_back
Original tutorial
Posted: Mon Apr 09, 2007 7:37 am
by Murdocr
cool, i'll try this out later. The grid was created by squipple. Thanks for the tut.
Posted: Tue Apr 10, 2007 1:49 am
by Dragonum
i tryed the tutorial and we get our new snailtank in our map.
thanks RC-1290
dragonum