I took some shortcuts to model the gun mount, forgetting that on this tank this part is visible from inside. One example is for my hetzer, I started modelling it with only the exterior in mind and I thought I could model the interior only later. I will try to write a specific guide for interiors later (that is if I manage to finish one properly) but keep in mind that some things like the hatchs and guns are synchronized with their external counterpart, and that both exterior and interior are rendered together so you have to be careful not to have any part sticking in or out. For example you can load the Panzer IV in the SF Object Editor, you will see that it has two gun masks and two main guns overlapping.Īt any rate it's fairly easy to separate different parts later on, but the earlier the better.įor interiors it's more critical. Multiple sub-versions can be imported in the same file, and then the scripting of the unit will determine which parts are hidden or shown for each version. It's very important to think about these from the very beginning of your new model. Here's the scene settings I use and that works fine for me coupled with my export settings (check below in section 1.9): Up on loading a *.go or *.x file you should always see the left side of the model (at least for the meshes in the "techn" folder). Try to make a simple asymetric model pointing forward and see where it points in the SF Object Editor. The world axis depends on the export settings as well and will probably be different depending on your 3D studio & exporter. In 3dsmax one default unit = 1 metre in Steel Fury For example most wheels have 16 sides, smaller wheels 12 sides, most surface detail (rivets, plates) isn't represented in 3D, etc
Generic mod enabler shift 2 code#
The game engine uses a code function to display a 2D track graphic that follows the movements of the wheels, this will be adressed in "Part 3 - Scripting".īasically you can use the stock models as example to decide how detailed a given part should be. Speaking of tracks, you don't need to model them. For example the stock Panzer IV has 37.000 triangles (that includes the 2 other LODs), but the spare track links alone are probably around 10.000 triangles. From my very tiny experience I'd advise to start your model with 10k triangles in mind, and then polish the details. However the game models are more like 20.000/25.000 triangles for the main LOD so there's some freedom here. For interiors it's around 15.000 triangles, interiors have only one LOD. The recommended triangle count (not polys) for vehicles is around 10.000 for the main LOD, 5000 for the 2nd LOD and 2500 for the 3rd LOD (I'll talk about LODs later). Note that I'm using 3dsmax 2009 only so things might be slightly different for other 3D studios. There's some requirements for new models to be imported, you can't simply import any model. That's the most important part, I'll not cover the actual modelling, only the Steel Fury specifics.
Generic mod enabler shift 2 install#
datapack files are unpacked so I can have a look at everything quickly if needed, but I test my mods only on a "normal" install as explained above. Steel Fury allows multiple installs, I have a "modding" install in which all the. Don't unpack unnessessary files, this can lead to some problems.If your mod is intended to work with Steel Panzer and Campaign Mod for example, then install only these two mods Try to use a clean install with only the required mod installed to avoid problems.Graviteam Resource Unpacker and Object Editor Though most principles are valid for any object, the guide is really focused on tanks, especially the (coming soon) scripting part.Īny feedback and addition/correction be it for technical stuff or spelling is welcomed, at some point when it's complete enough I will make a.