Forgotten Hope Public Forum

Forgotten Hope 2 => Modding => Topic started by: Seth_Soldier on 05-04-2009, 14:04:43

Title: [Tutorial] How to create a HandWeapon
Post by: Seth_Soldier on 05-04-2009, 14:04:43
Hi all !

This topic is not really tutorial but rather a list of the best tutorial you can find over the net.
It should help you to get a clear view (and good basis) about how to create a handweapons but won't make you a uber modeler, you wil need to learn that by yourself.


It won't be perfect at the first attempt but with the time, it should be.


First, remember that Bf2Editor (http://bfeditor.org/forums/index.php?) is still your best resource.

(archived version below, one above is a broken link)
https://web.archive.org/web/20141006173310/http://www.bfeditor.org/forums/index.php?

And don't forget Fenring website !
http://forgottenhope.warumdarum.de/tutorials/


Ok let's begin


1st Step: Searching pictures

It is important when you want to create a weapons to know exactly how it's built.
Consequently you need to search all the picture of the gun from every angle, the different parts the gun is composed etc ...
It will be later very useful to get the correct dimension of your weapons in 3dmax (for example but you can also use gmax etc ...).

You must also try to find profile of the gun like this one (Beretta 9000):
(http://i241.photobucket.com/albums/ff213/seanthelawn/Beretta%209000%20Modelling%20Tutorial%20References/Beretta_9000_Refrence_01.jpg)

Why? Because you will base your modeling on it. You will put the picture in the background of your modeling tools and then you only have to place the vertex at the right place. Like this:








2nd Step: 3d Model

(http://i241.photobucket.com/albums/ff213/seanthelawn/Beretta%209000%20Modelling%20Tutorial%20References/Beretta_9000_Final.jpg)

Beretta 9000 Modeling Tutorial:
https://www.youtube.com/playlist?list=PL691824C5890E9B19

Good websites with plenty of tutorials:
http://cgi.tutsplus.com/categories/3d-studio-max
http://www.free3dtutorials.com/
http://www.3dtotal.com

Bf2 polygone count (http://largedownloads.ea.com/pub/misc/bf2modpolycountguidelines.doc)

I didn't learn with this tutorial, i've just discovered it later but imo it is a good tutorial to learn handweapons technics (afair).
It requires to know a little bit 3dmax software but the rest is really simple.
Of course with experience, you will learn to optimized your weapons to get the lowest polygone count with the best render.







3rd Step: UVW or unwrap
(https://cdn.tutsplus.com/cg/uploads/legacy/357_Max_Unwrap_Modifer_PT1/Thumb.jpg)
Tutorial:
An In-Depth Look at UVW Mapping an Object in 3DS Max (http://www.waylon-art.com/uvw_tutorial/uvwtut_01.html)

When you create a 3d model, you need to apply texture to it.
But how ?
basically, there are tools which will help you to say "this polygon should look like that in a texture file blablabla ..."
You will recreate a unwrap which will be needed to skin you weapons with photoshop(or gimp etc ...).
It will be exported thx plug-in like(Texporter)








4th Step:  Skinning

Tutorials:
The top ten tips of texturing (http://features.cgsociety.org/story_custom.php?story_id=4678&page=1)
- Enin tutorials (http://st.burst.cc/tutorials.htm) : it regroups a good number of tutorials.
- Jodonnel - Skinning the Daimler Dingo  (http://forgottenhope.warumdarum.de/tutorials/skinningdingo.php) : a nice example of organization.
creating a weapons for source (http://www.moddb.com/tutorials/creating-a-weapon-for-source-part-2) : good tutorial, focusing on the workflows of modeling, uv'ing, and texturing!

This part is one of the most difficult because it requires artistic senses + a good organization. You will have to learn by yourself and try to find more tutorials to answer your question.
A good advice:
put everythings on layers but never modify directly a textures. Same for the details, a little details must be on a separate layers.









5th Step:  Normal Mapping
Tutorials:
The right way/the wrong way (http://img521.imageshack.us/img521/9046/normalmapminitutrf7.jpg)
- Create a normalmap from a High poly model (http://www.game-artist.net/forums/spotlight-articles/43-tutorial-introduction-normal-mapping.html)
- from your texture (http://img3.imageshack.us/img3/4669/normal2x.jpg):
souceblog.net seems to be dead so i post the tuto directly but i will have to check the authorization so perhaps this pictures will be removed later.

2 technics to create NormalMapping:
- via high poly model you project on your low poly model
- via your texture.











6th Step:  Coding
Tutorials:

Exporting a weapons (http://bfeditor.org/forums/index.php?showtopic=2565)
Different style of hierarchies (http://bfeditor.org/forums/index.php?showtopic=5013&hl=hierarchy)

Coding a weapons is a little bit complex. You need to create a hierarchy which will be used by bf2.
quick:
geom0 is the 1st person models
geom1 is the 3rd person models
"Lod" is "level of details" which will be used to show a low pol poly model depending from the view distances.













7th Step:  Animations
Tutorials:
Editing Existing 1p Animations, in contrary to creating new ones (http://bfeditor.org/forums/index.php?showtopic=11113)

Animators are rare so are the tutorials. Witth time i hope we will be able to add more tutorials but the best remains to learn first how to animate in 3dsmax.
About coding your weapons, you can still use the animations of an other weapons until you are able to create new one :P




OK !
It was a short tutorial on how to create handweapons for bf2 (or for other video games).
I hope it has helped you to get a better idea of the job !
Continue to check bf2editor and find new tutorials because i really doubt all the informations are in this topic (especially about bf2 coding).



PS: Do not ask question about these tutorials here. Post only things that can improve this topic !

Authors: Seth_Soldier, Sir Apple, Roughbeak
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Sir Apple on 05-04-2009, 17:04:30
Seth here is another good normal mapping tutorial. It explains it in an easy way for beginners  :).


- http://img521.imageshack.us/img521/9046/normalmapminitutrf7.jpg


And here are some excellent texturing tutorials and tips.


- http://features.cgsociety.org/story_custom.php?story_id=4678&page=1

- http://st.burst.cc/tutorials.htm



Also, your BF2 polycount guide link is broken.  ;) I don't know if this one is the same as you posted, but its probably similar.

___________________________________________________

BF2 Mod Polycount Guidelines


Please note that these figures are still preliminary and it would be advisable for teams to initially target their models to be 75-80% of the stated recommendations. Also of note is the fact that these figures are intended to get the most out of the Battlefield 2 engine, which is designed to support 100+ players in expansive environments with a mix of urban and open settings.

Vehicles Rec. Max. Polygon count 1P-cockpit poly count

Class 0, i.e. Buggies and civilian vehicles 4000 incl. integrated Kit parts in the mesh Integrated with original mesh
and texture

Class 1, i.e. Hummer or Attack Heli. Airplane 5500 incl. integrated Kit parts in the mesh 1000 (Vehicles with entire
interior could use up to 2000, i.e. Hummer)

Class 2, i.e. Tank 6000 incl.integrated Kit parts in the mesh 1000

Class 3, i.e. AA-Vehicles Or Transport Heli 7000 incl. integrated Kit parts in the mesh 1000

Class 4, i.e. LCAC (Hovercraft) 8000 incl. integrated Kit parts in the mesh 1000

Number of vehicle LOD steps and reduction in poly count.
LOD0 100%
LOD1 40%
LOD2 15%
LOD3 2-4%


Player Models Rec. Max. Polygon count
8000 - 10000

1P Weapons Rec. Max. Polygon count 3P weapon
Heavy MG 4000 40% of 1P
Assault rifle 3000 40% of 1P
Pistol 1500 40% of 1P
Grenade 1000 40% of 1P
Knife 1000 40% of 1P

Objects
Buildings Rec. Max. Polygon count

House small (i.e sheds) 800
House Medium (i.e village houses) 4000
House Huge (i.e City houses) 6000


Number of building LOD steps and reduction in poly count.
LOD0 100%
LOD1 50%
LOD2 10%

Misc. Objects
Smaller object doesn’t have any strict rules since it is impossible to categorize them in to groups with a strict poly count.


Title: Re: [Tutorial] How to create a HandWeapon
Post by: Seth_Soldier on 05-04-2009, 17:04:49
thx a lot ! Added to the post.

About the link, it is weird because it isn't broken for me  ???
But thanx for posting it there !
Title: Re: [Tutorial] How to create a HandWeapon
Post by: azreal on 05-04-2009, 18:04:03
good stuff seth. I'm sure I'll find some use for this later down the road.
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Jortiago on 17-04-2009, 20:04:56
Prepare to see a Steyr 1912 Repetierpistole in a few days!
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Seth_Soldier on 17-04-2009, 22:04:09
Cool , i also did one one day.
A nice weapons, too bad it requires news animation to be added in bf2.  :-\
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Jortiago on 17-04-2009, 22:04:05
New animation for reloading or?
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Sir Apple on 17-04-2009, 22:04:41
Perhaps a Modeling/Texturing discussion and picture thread should be made  :).
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Kev4000 on 06-05-2009, 21:05:24
irc typo geom0 is 1p geom1 is 3p when it comes to handweapons.
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Seth_Soldier on 07-05-2009, 09:05:34
oups yes, sorry, corrected !
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Toddel on 27-08-2009, 23:08:47
some fast shapes uvwed in .3ds now
Title: Re: [Tutorial] How to create a HandWeapon
Post by: :| Hi on 26-11-2010, 08:11:22
Any older free version of 3Ds max, or do we have to purchase it from autodesk?

Edit1: I found one of the tutorials mentioning Gmax, perhaps the original post can be modified to include modelling softwares used in bf2  :)

Edit2: The Modeling via Extrusion link leads to a broken 404  :P
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Seth_Soldier on 26-11-2010, 22:11:04
it's reaaallly old ;)
i will update the post

gmax is not free anymore afaik, the good old days are gone ...
Title: Re: [Tutorial] How to create a HandWeapon
Post by: :| Hi on 26-11-2010, 23:11:46
Gmax is free, however they ask you to register with them, including a house adress and etc. but I didn't see anything about a price.
I'll just get 3Ds max for christmas or something, luckily I've got training on their engineering software so this ought to make it easy for me  ;D
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Ivancic1941 on 27-06-2015, 20:06:46
Noo,now when BFEditor site is down whole bunch of tutorials are down :( And I wanted to make.....
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Seth_Soldier on 27-06-2015, 21:06:05
Creating a weapons is the most difficult part,
export it is easier, i'm sure there are tutorials for that (it' a matter of 3dsmax configuration), especially if you don't need the animation to be done
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Harmonikater on 27-09-2015, 11:09:52
Noo,now when BFEditor site is down whole bunch of tutorials are down :( And I wanted to make.....

An elephant never forgets.

https://web.archive.org/web/20141006173310/http://www.bfeditor.org/forums/index.php? (https://web.archive.org/web/20141006173310/http://www.bfeditor.org/forums/index.php?)

Doesn't have everything, but better then nothing
Title: Re: [Tutorial] How to create a HandWeapon
Post by: Roughbeak on 27-09-2015, 15:09:56
Thanks Harmonikater, once again.

That site was really useful for some things! :)
Title: Re: [Tutorial] How to create a HandWeapon
Post by: D.Arya on 17-10-2016, 11:10:19
Noo,now when BFEditor site is down whole bunch of tutorials are down :( And I wanted to make.....

well now the site is back , but some of the image are gone