Proper Modeling UV mapping and injecting into H2 with Entity
Posted: Fri Mar 07, 2008 5:17 pm
Well plusiefire asked me to write a tut on how to do this. so i did
Here is a tut with a few pics!
A few notes before we get started...
The models wont be perfect and if you want to get into EXTREME detail with the UV maps i suggest using a large bitmap. Also when you are looking in different directions parts of your gun will turn black this is normal with custom models (no PMI... Yet He He He
)
This Tutorial is meant for medium - advanced modders no noobs
Okay lets get started
Requirements:
Entity 1.3.9
3Ds Max 7 and MilkShape 3D
Texporter
Adobe Photoshop, Gimpshop, or MS Paint with DXT.BMP
Any modeling program to make your model (if you dont like to use 3Ds Max or MilkShape 3D)
1. Open any map of your choice in Entity. (I will use Coagulation)
2. Go to the [mode] tag class and select any model you wish to replace. (i will use the Energy Sword)
3. Click the + sign at the top and select "Export Meshes>to .Obj"
6. Select or create a folder where you want to make your model. Click "OK"
7. Make a mental image of what you want your model to look like! (if not already done!) my model will be VERY easy, A wooden pole that you can hit people with!
8. Open your extracted model and begin to edit it. (i will use 3Ds Max to crate my model)
9. Now here comes the hard part... you WILL need pictures for this so i will help you step by step along the way!
Open 3Ds Max and import your custom .obj model
8. Click the modify tab and select groups and select the whole model.
9. go to the top and click modifiers> UV Coordinates> UV Unwrap.

10. ok now that you unwrapped the UVW its time to edit it.
on the side that says map channel keep that one and press the Edit button.
11. a window should pop up this is your UV Unwrap go to the top where it says mapping click normal mapping and in the drop down box select box mapping.

12. Its safe to close the window now we can make this a bitmap!
13. Click the Utilities tab and click more>Texporter.
14. Depending on how detailed you want to make your bitmap (i dont need mine to be that big cause im just pasting an image over the whole thing!) and click Pick Object and select your model in the 3D window
15. Go to the top select File>Export and save it in your model's folder as a 3DS.
16. Now open your saved bitmap in photoshop.
17. i will use DarkShallFalls Texture pack to get the wood onto the stick
18. Paint your model the way you want to and Flip it vertical save it as the correct format when you are done!
19. Open your Entity window with your map open and go to the weapon model that you extracted's bitmap.
20. Go to the Main tab at the bottom and right click on the bitmap and click internalize bitmap.
21. when that is finished inject your bitmap.
22. Now open MilkShape 3D and inport your 3DS model
23. merge your extracted model and see if your model is scaled correctly and facing the correct direction (bottom should be the gun pointing to your right)
24. export the model overwriting all of the extracted models objs.
25. open entity and select the model you extracted (mine was the sword) and click +>inject.obj and find your folder and inject.
26. when it is done injecting find the model dont view it yet you have to do some shader swaps swap all of the shaders with the one that contains your bitmap. (including the LOD)
27. Now view your model and see if it looks right if not do some editing and re-inject you may have to change your bitmap depending on what you do. now mine is a little wide instead of it being a round tip its a stretched oval i will change that and re-inject into H2 and see if its better!
28. well i fixed the problem now to link the model to the weapon.
Go to the weapon you are replacing with this model.
29. Find 4 models in the weapon: one should be a tag index 2 of them are models and the last one is a reasorce swap them with your model.
30. the final step... right click on the HLMT at the top and hit Go To and swap the model with your model and BOOM! Sign Ftp Test im not too sure how well the sword will work but who knows ???
Sorry if this tut lacks detail and is hard to understand hopefully most people understand it i know i do!
Click16

Here is a tut with a few pics!
A few notes before we get started...
The models wont be perfect and if you want to get into EXTREME detail with the UV maps i suggest using a large bitmap. Also when you are looking in different directions parts of your gun will turn black this is normal with custom models (no PMI... Yet He He He

This Tutorial is meant for medium - advanced modders no noobs
Okay lets get started
Requirements:
Entity 1.3.9
3Ds Max 7 and MilkShape 3D
Texporter
Adobe Photoshop, Gimpshop, or MS Paint with DXT.BMP
Any modeling program to make your model (if you dont like to use 3Ds Max or MilkShape 3D)
1. Open any map of your choice in Entity. (I will use Coagulation)
2. Go to the [mode] tag class and select any model you wish to replace. (i will use the Energy Sword)
3. Click the + sign at the top and select "Export Meshes>to .Obj"
6. Select or create a folder where you want to make your model. Click "OK"
7. Make a mental image of what you want your model to look like! (if not already done!) my model will be VERY easy, A wooden pole that you can hit people with!
8. Open your extracted model and begin to edit it. (i will use 3Ds Max to crate my model)
9. Now here comes the hard part... you WILL need pictures for this so i will help you step by step along the way!
Open 3Ds Max and import your custom .obj model
8. Click the modify tab and select groups and select the whole model.
9. go to the top and click modifiers> UV Coordinates> UV Unwrap.

10. ok now that you unwrapped the UVW its time to edit it.
on the side that says map channel keep that one and press the Edit button.
11. a window should pop up this is your UV Unwrap go to the top where it says mapping click normal mapping and in the drop down box select box mapping.

12. Its safe to close the window now we can make this a bitmap!
13. Click the Utilities tab and click more>Texporter.
14. Depending on how detailed you want to make your bitmap (i dont need mine to be that big cause im just pasting an image over the whole thing!) and click Pick Object and select your model in the 3D window
15. Go to the top select File>Export and save it in your model's folder as a 3DS.
16. Now open your saved bitmap in photoshop.
17. i will use DarkShallFalls Texture pack to get the wood onto the stick
18. Paint your model the way you want to and Flip it vertical save it as the correct format when you are done!
19. Open your Entity window with your map open and go to the weapon model that you extracted's bitmap.
20. Go to the Main tab at the bottom and right click on the bitmap and click internalize bitmap.
21. when that is finished inject your bitmap.
22. Now open MilkShape 3D and inport your 3DS model
23. merge your extracted model and see if your model is scaled correctly and facing the correct direction (bottom should be the gun pointing to your right)
24. export the model overwriting all of the extracted models objs.
25. open entity and select the model you extracted (mine was the sword) and click +>inject.obj and find your folder and inject.
26. when it is done injecting find the model dont view it yet you have to do some shader swaps swap all of the shaders with the one that contains your bitmap. (including the LOD)
27. Now view your model and see if it looks right if not do some editing and re-inject you may have to change your bitmap depending on what you do. now mine is a little wide instead of it being a round tip its a stretched oval i will change that and re-inject into H2 and see if its better!
28. well i fixed the problem now to link the model to the weapon.
Go to the weapon you are replacing with this model.
29. Find 4 models in the weapon: one should be a tag index 2 of them are models and the last one is a reasorce swap them with your model.
30. the final step... right click on the HLMT at the top and hit Go To and swap the model with your model and BOOM! Sign Ftp Test im not too sure how well the sword will work but who knows ???
Sorry if this tut lacks detail and is hard to understand hopefully most people understand it i know i do!
Click16