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Customizando Modelos 3D

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Prad
 Prad
(@userprad)
Posts: 24
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Esse é o primeiro de alguns Tópicos que irei fazer sobre esse assunto de 3D abordando tudo que eu aprendi sobre como fazer Armas, Armaduras, Mapas, Monstros e até Animações vou tentar me aprofundar o maximo possivel sem ficar tão extenso, como por exemplo "Como que eu uso o 3DS Max?"

Isso voce vai ter que aprender sozinho com Tutoriais, Videos do Youtube, Cursos e Fuçando é impossivel eu explicar como funciona tudo em um só Tópico.

Irei mostrar como EU faço algumas coisas

-"Ah, mas fulano faz assim e é muito melhor"

Perfeito, se voce tem um método mais facil e melhor de fazer a mesma coisa fique a vontade e contribua com o Tópico nas Respostas e caso queira eu adiciono ao Tópico.

Programas

- 3DSmax 2020 + Crack
- .ASE Export & Import 2025 (By IgorSegalla)
- XNA Lara XPS + Microsoft XNA Framework Redistributable 3.0

Modelos Usados

- OG Head Models (5 Class)
- 61 Helmets

Entendendo os Arquivos (By ScreamingFox RageZone):

Spoiler
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Char/TMABCD directory - On this folder are all 'clothes' the characters actually 'wear'.

TM = Tempskron and Morion
ABCD = Characters:
A - Mechanician
B - Fighter
C - Pikeman
D - Archer
E - Assassin

mA - Knight
mB - Atalanta
mC - Priestess
mD - Magician
mE - Shaman
mF - MartialArtist

*.inx - Coded filer for the armor (tells the game which files are the model (and, on these files, the exact name of the meshes) and animation files).
*.smd - 3d model.
*.smb - Animation coordinates for smd.
*.ini - Human language inx.
*.ase - Human language smd.
*.bmp - Bitmap , Image file (texture)
*.tga - Truevision Graphics Adapter , Image file (texture). Regarding pt, an alpha channel can be used on TGA's to apply selective opacity.

Making/editing the armor:

On tmbA14 :
t = Tempskron
m = Male
b = Body (there are some with 'h', for hair)
A = Letter for mech/knight.

On MfbB18 :
M = Morion
f = Female
b = Body (there are some with 'h', for hair)
B = Letter for Atalanta/Fighter.

Motion Files and Class

// m1.smb - Knight, Mechanician, Fighter
// m2.smb - Atlanta, Archer
// m3.smb - Magican
// m4.smb - Pikeman
// m5.smb - Priestess
// m6.smb - Assassin
// m7.smb - Shaman
// m8.smb - MartialArtist

Armor files:

(On char/TMABDC):
ini/inx = Describing .ase name, its mesh names and the related smb (animation) file.
ase = Your armor model.
tga/bmp = Your armor texture (also called 'skin files').
smb = Animation file (dont need to mess with it)

(On Image/Sinimage/Items):
ase = Drop ('on the ground') version of armor / boots / gauntlets and bracelets. (on DropItem folder).
tga/bmp = Drop version texture files (on DropItem folder).
BMP (66x88p) = Inventory image of the armor, boots and gauntlets (on Defense folder).
BMP (44x44p) = Inventory image of bracelets (on Accessory folder).

DropItem and Defense subdirectories - On this folder are every item you would see dropped (on the ground, the DropItem, this includes armors and items you would only see on the ground or inventory (rings, etc..)) and the inventory images (shields, boots, bracelets, gauntlets and armors, on the Defense subdirectory). Bracelet's inventory images are on the Accessory subdirectory.

Defense/DropItem folder item names:

"IT" = "item"
"D" = "Defense"
"A" = "Armor"
"B" = "Boots"
"G" = "Gauntlets/Gloves"
"S" = "Shield"
"OA2"= "Bracelets (on 'Accessory' subdirectory)

Como Importar e Exportar:

Spoiler
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soon...


Este tópico foi modificado 4 dias atrás 10 vezes by Prad
 
Postado : 11/01/2026 2:17 pm
Unknown Power, b4ruc_, TiagoCarvalho and 2 people reacted
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