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Old 29-09-2010, 12:37:PM   #31
RonaldoR9
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can you make the HOME kit of Inter? :


http://lh3.ggpht.com/_KYCMhK15uyM/Sp...2/DSC_0445.JPG



http://lh3.ggpht.com/_KYCMhK15uyM/Sp...2/DSC_0444.JPG


http://alliwantisronaldo1.free.fr/pi...action0293.jpg





and AWAY kit:


http://www.oldfootballshirts.com/img...irt_5532_1.jpg


http://alliwantisronaldo1.free.fr/pi...action0223.jpg



http://alliwantisronaldo1.free.fr/pi...action0311.jpg





Please can you make these kits? PLEASE. And dont forget the numbers from shirt and short. And the socks.

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Old 29-09-2010, 01:06:PM   #32
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fantastic
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Old 29-09-2010, 02:43:PM   #33
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3D Model Problem!

I have a problem with the 3D Model! My 3D Studio MAX 9 can't open the max.file! I get this error:

Unknown class, no stand-in: SuperID=0xB60, ClassID=(0x5BF94F11,0x68C22D6F)

And after that an error about Missing DIIs. It's missing a ProSound.dlc, Welder.dlm, mentalray.dlz and StorageAndFilter.bms

Does anyone know what the problem is?

... and... when I get the model to work, how do I change the texture and the bump? ...
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Old 30-09-2010, 12:30:AM   #34
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very great works man
thxs for share your template
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Old 30-09-2010, 03:16:AM   #35
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Super work mate !
Thanks for your maps models & templates
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Old 30-09-2010, 06:01:AM   #36
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Thanks to everybody for your comments. I'm working to release a version of the file with all the collar models. I found that my thoughts about the undersleeves and turtleneck were right. I'll release a new version of my UVWs template too.

Quote:
Originally Posted by The Danish View Post
I have a problem with the 3D Model! My 3D Studio MAX 9 can't open the max.file! I get this error:
It's because you're using Max9 the file was made for max2010 and 3ds max isn't backwards compatible.

In response to some requests to make some particular kits, personally i would like to make kits that are outdated or not in the game (Uruguay's case which I assumed beforehand wouldn't be licensed), because EA kits are great now, not like previous games. Haven't been releasing kits this days because:
1) i wanted to wait for the full game and see what's needed.
2) as I wrote above haven't FULLY cracked yet all parts of the kits(95%).
3) continue developing the previewing 3d files and the 3D Mini-kit Maker for 3ds max!!
4) Not to mention haven't seen any tool to import the kits to the game apart from Tex Mod.

Thanks
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Last edited by Suraka; 30-09-2010 at 06:21:AM. Reason: Had something more to say!
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Old 30-09-2010, 10:07:AM   #37
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Quote:
Originally Posted by Suraka View Post

Here it is, as some people asked me for it by PM, my minikit template. The source for my minikits is actually a 3d model with the actual kit applied. i“m actually cleaning it to release it so everyone can use it. In the meantime I applied a white texture and did some renders. The collars are made with a vector mask over the template.
Thanks for your wonderful work I'm not an editor and not pretending to become one but your minikit template inspired me to my first and last attempt to make a mini. I know I don't have talent like you guys but it's just for fun tho Gunners FTW


Last edited by rikochet; 30-09-2010 at 10:32:AM.
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Old 01-10-2010, 07:49:AM   #38
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Suraka, i've got one question about your's model so, why the lines what are clearly on texture are so pixelated on model? This makes more difficult work for kitsmakers, so i want to ask - It will be fixed?

EDIT:

OK I've got it
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Old 04-10-2010, 09:53:AM   #39
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3D kit preview v1.5



Updated in first post too.
Features


Brief list of shortcuts included in ReadMe.txt

Fix for hi res textures in viewport


If anyone finds a collar not featured please let me know saying which team/kit is using it.

Have fun with it.
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Old 04-10-2010, 11:57:AM   #40
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Thanks mate, well done
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Old 04-10-2010, 09:11:PM   #41
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That is great stuff man! Love it.

BTW. What's the deal with that colourfull textures ? Does each colour defines fabric type ? If it's that, could you tell which colour defines which fabric ?


Last edited by cabi; 04-10-2010 at 09:16:PM.
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Old 04-10-2010, 09:43:PM   #42
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Quote:
Originally Posted by cabi View Post
That is great stuff man! Love it.

BTW. What's the deal with that colourfull textures ? Does each colour defines fabric type ? If it's that, could you tell which colour defines which fabric ?
you mean this?
Quote:
Originally Posted by Suraka View Post
FABRIC/SPECULAR/GLOSSINES MAPS

HOME SHIRT


AWAY SHIRT


GK's SHIRTS


ALL SHORTS


KIT BADGE (already included in kits)
it makes shirts and shorts wet
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Old 04-10-2010, 10:29:PM   #43
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Not exactly. Some of them are responsible for patterns on kit like little dots for example.
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Old 04-10-2010, 11:58:PM   #44
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Special Textures Mini Explanation

Quote:
Originally Posted by cabi View Post
That is great stuff man! Love it.

BTW. What's the deal with that colourfull textures ? Does each colour defines fabric type ? If it's that, could you tell which colour defines which fabric ?
Here is a quick reference of what they do.

Actually this image explains better. The engine uses the green channel of the image to assign different bump maps. There are 4 possible textures, no blending. Then the red channel defines the specularity of the shirt from 0=matte to 255= shiny. The blue channel defines the glossiness from 0=diffuse to 255=pointy specular.

My colors are different from the common purple that stock kits are using because i like more for my kits the plain texture (bottom right in the central square) than the slightly rough one (top left). If you don't feel comfortable changing this values i recommend you to use the eye dropper and paint them as ea does.
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Old 05-10-2010, 12:11:AM   #45
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Quote:
Originally Posted by DeViLl0o View Post
you mean this?
it makes shirts and shorts wet
Not quite.
This texture is what makes them wet.
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