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Age of Kings Heaven » Forums » The University » Modding Buildings with 3D Models Easily and for Free (Approved)
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Topic Subject:Modding Buildings with 3D Models Easily and for Free (Approved)
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Mr Wednesday
Cavalier
(id: matty12345)
posted 08-07-10 09:36 PM CT (US)         
This article has been approved and can now also be read at the University. - Felix36

Recently I've become involved in modding again after a brief absence from the scene. I used to mod my buildings like most everyone did, with cut and paste AoK

graphics or imports from other games. And while those graphics can look great, there are 3 major drawbacks:

1. They take absolutely forever to make
2. The variety of architecture, color, and texture is very limited.
3. It's about impossible to get the perspectives, shading, and, shadows perfect, and the more complicated the building, the more impossible it is.

So upon my return in interest to modding, I've been doing 3d modelling instead. Jorgito and I are using predominantly 3ds Max to do the buildings for the Tales of Middle Earth mod. It's a great powerful program used by a lot of professionals. Of course, there's a couple issues with it... Like the facts it isn't user friendly and it costs about one small fortune. So if you don't have access to it already, going out and buying it is not a real option. If you do have access, it may have too steep a learning curve for you to bother with.

This is where Google Sketchup comes in. It's free, unless you are determined to get the Pro version, in which case get that small fortune ready again. It's extremely user friendly, and pretty powerful as well. I've been using it alongside 3ds Max to make a lot of shapes or structural pieces quickly and easily. Jorgito told me he did as well, and suggested I should write up a tutorial. So here's a really basic intro to a basic program that will have you making high quality building graphics faster than before, and it's pretty fun to use along the way.

What You Need
Google Sketchup free version
Adobe Photoshop or another image editing program (Paint will work for most things).

Step 1: Installation and setup
Install google Sketchup (duh). Your program will look something like this. Okaaaaay, maybe not really.

I've cutomized mine, so there are some toolbars you won't see, and the baclground is neon pink in mine so the model stands out more. You can fool with your options to find what suits you. Also ignore the circled stuff for the moment.

First you will need to add a few toolbars and setting I have though. Go to Windows->Shading like this. Set the time to noon, the date to August 1, and check both the 'display shadows' and 'use sun for shading' boxes. Adjust the light and dark sliders as you wish for each model. Mine are set at 80 for light and 25 for dark atm, but I change them to get the correct look a lot. Seeing as you have no model, use 80 and 25 for now.

Next you will want to add some toolbars. Go to view-> toolbars and add these toolbars:
Standard
Modification
Drawing
Getting Started

Some of those are probably already up. You will add others later probably, but that's fine for now. One last thing. You need to set the camera. Click Camera->Standard Views-> Left, then go back and click Camera->Standard Views->ISO. Also make sure Parallel projection is selected and not perspective under the View tab. You can change the camera as you mod, but always come back to this one as the one to render on. That's all. Onto the modding!

Step 2: Basic tools
Right, back to the circles in the first screenshot. The green circle is the basic drawing tools. Your circles, squares, and polygons are here. If you need a shape not exactly present, you'll be making that with the line and arc tools. Standard stuff, let's try it out...

Start with a square in the x-y plane. It's the same idea for any shape. Click that square button in the draw toolbar, and make a square or rectangle like

this.

Simple yes? Remember it's the same idea for any of the drawing tools in the drawing toolbar. Click once to start a shape, line, or arc, drag to chosen size, click to stop. For the arc we will need to drag and click a third time to specify the arc radius.

Now, notice the two little red circles in that first screenshot? That's the seclect and erase tools. They do exactly what you think they do. Copy, paste, drag selection, they all work as you would imagine. It's all very intuitive.

The yellow circle shows the camera changing tools, you can zoom, orbit, pan, etc. You will need these as you mod to view your model from different angles, to zoom in for details, you get the idea. More simple stuff.

Now we'll get to the actual 3d stuff

Step 3: Making 3d shapes
The last toolbar circled in that photo is circled in blue, nd these are the tools you will do the cool stuff with. There's move, rotate, and scale tools; again the names tell you all there is to know. The three other tools is what we will use to turn our square we made into a building.

The second tool in that bar is the push/pull tool, and it might be your most used tool. click on any surface, then move your mouse to push that surface in or pull it out, then click to finish. Lets pull the square we made to make it into a box like this:


Now we have a 3d shape which can be modelled with. We can use the drawing tools to draw on all faces of our box.


Above is a montage of six screens because I got tired of taking screenshots. I'll be referring to it from now on. Notice how I've gone ahead and drawn on two different faces in the first image. Also, I've added a half circle along the edge at the bas of the box. All I have used for this step is the line and arc tools discussed above.

In the second screen of that image, I used the push/pull tool to raise the semicircle to form a balcony and to push away the triangle to make a roof. Done the same way as making the box was.

The third part of the storyboard shows the Offset tool, which is the last tool in the modification toolbox. I used it to make a larger semicircle on top of the balcony, and a smaller doorway within the door I drew on the other side of the building. Same click to start, move the mouse, click to finish method for this tool as well. Step four shows how I pulled the larger semicircle up to make a ledge and pushed the door in and the frame out. Again, same Push/Pull tool.

The only other modification tool we haven't used is the 'Follow Me' tool. This is just like the push/pull tool, but it can follow any drawn path instead of just going straight. In step four I drew another smaller smeicircle on the floor of my balcony and drew an arch along the wall that starts at the center of my little semicircle.

Using the Follow Me tool, I click on the semicircle, then follow the arch to make the round arch seen in step 5.

And that's about it, those are all the major tools. Much like how the AoK editor is a few simple triggers combined in countless ways, Sketchup has just a few tools conbined for countless shapes. The more fluent you get with it the more shapes you will learn to make.

Step 4: Texturing
In the last segment of that storyboard I've gone ahead and added some textures to the faces of the model. Click the little bucket icon on the getting started toolbar to access Sketchup's textures. There's quite a few, but you can add your own or ones you download. Just choose to create a new texture and import your texture map in jpg format. You can adjust how your texure is used by choosing to edit a texture, then adjusting brightness, color, and sizing.

Step 5: Rendering and Bitmap Conversion
Now the simple stuff-well, it's all been simple so far. Zoom in or out until your model is the desired size. You can just use window's snipping tool if you are really lazy to grab the image, or you can save as a few different 2d image file formats.

One last hurdle remains. Your image is not in 256 color format, which AoK requires. You can convert it with any image editing program. If using paint, just copy and paste your building into an AoK bitmap. Be warned paint is garbage for palette conversion and will probably ruin your image.

If you use Photoshop, here's a quick method:
1. Load an aok bitmap such as one exported from MPS
2. Go to Image -> Mode -> Color Table...
3. Save the palette as 50500.act or name of your choice
4. Load your new building into photoshop
5. Go to Image -> Mode -> Indexed Color.
6. For palette select custom and then load your saved .act file.
7. Set the diffusion % to the one that looks best. Often this is 100% but not always.

Now you have your building in 256. Try not to cry that it doesn't look as awesome as it did in 24 bit color. Only thing you will need to do is recolor the whole shadow to black. Paint works just fine for this.



Tips and Suggestions
>>>Fiddle with the shadow colors to get the building looking just right. I originally didn't think rendering in sketchup could ever look right, but here's an old tower I did a while back re-rendered in sketchup. The lighting seems about right to me.


>>>Watch for reversed faces. if a face is reversed, it will show up a different color than the usual white of an untextured face. Typically it will be a bluish color, depending on what your style settings are. Fix reversed faces by using the select tool, right clicking, and choose the reverse face option.

>>>Make a square about the size of one aok tile in your model. For towers and walls, use this square. For houses, use a two by two block of these squares. Barracks and Archery ranges use a 3x3 square, etc. It makes proportioning and designing arcitecture easier.

>>> Copy and paste architecture. AoK modellers reused pieces of architecture within a building set, and you can too. Copy a tower you put on your monastery and use it on an archery range. Save time and keep consistency all at once.

>>> When first learning the program, go to Window->Instructor. A little window will come up that shows you how to use each tool as you choose it.

>>> I don't render in this program much anymore, but I think the ISO camera may be a little bit off. Check your buildings against AoK ones, and if you find the angle is a touch out of whack, use the orbit tool to manually adjust it a little.

>>> Paste stuff like barrels or weapons that you cut out from AoK graphics onto your 2D graphics to add an 'AoK' feel.

>>> If you have any questions, feel free to ask here!

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king

[This message has been edited by Felix36 (edited 03-06-2013 @ 12:44 PM).]

AuthorReplies:
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-07-10 09:39 PM CT (US)     1 / 64       
Mods can leave this one, delete the other erroneous thread.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Lord Basse
MI6 Scenario-Making Machine
posted 08-07-10 10:01 PM CT (US)     2 / 64       
Got rid of the copycat.

__[]_________
|||||||||||||||||
The ||||||||||||||||| Hus
OF | [/ \] |¯| [/ \] | ME
______________________________________________________________________________ |__ _ |¯|____|_______________________________________________________________________________
The Relics of Athalën (5.0) | AoK Opus - 90,000+ downloads | StormWind Studios | "I consider the conversion of Basse to be one of the great triumphs of my modding crusade" - Matt LiVecchi
TheLaughingMule
Lady Mule
posted 08-08-10 00:10 AM CT (US)     3 / 64       
Wow this is cool, and I even understood most of the tutorial. Thanks!

Olaf the Tardy ~ ~ ~ ~ T he Laughing Mule
              (\__/)
              |^^|-,___,-._,<
              (o o),|___| \
           _V_v_||_||_||_||_v_v_V
.sig by Dark_Reign
Mark1
Squire
posted 08-08-10 00:42 AM CT (US)     4 / 64       
I have been using google sketchup for a while, but I had no idea it could be used for AOK!

Nice find Matt.

/------------------------------------------------------------------------------------------------------\
Completed Scenarios:
[ TTC: Pathing the way to Europe ]
Current Project:
[ Outlander ]
\-------------------------------------------------------------------------------------------------------/
Pulkit
Squire
posted 08-08-10 02:34 AM CT (US)     5 / 64       
Brilliant job, Matt! After reading this, I feel like I should have been dong 3d design all along. Your tutorial makes it feel so simple and alluring. Thanks!

Tales of Middle-Earth | Don't miss it
Pallando27
Squire
posted 08-08-10 03:39 AM CT (US)     6 / 64       
Nice tutorial thanks for hear me and take the time to post it!
Mahazona
Squire
posted 08-08-10 06:43 AM CT (US)     7 / 64       
this is a great tut thank you
Basse
Squire
posted 08-08-10 05:41 PM CT (US)     8 / 64       
Greay tutorial! I already had google sketchup, but I could only make block houses and suck! Now I can add more details to them

Good job!
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-09-10 10:02 AM CT (US)     9 / 64       
Glad to hear it was useful to a lot of you. I'll probably clean up some errors and then submit this to the university at some point.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-10-10 11:57 AM CT (US)     10 / 64       
Not sure if anyone has tried this, but the iso camera is indeed off. Here's a quick fix:

1. Download this plugin HERE

2. Open sketchup, then go to Window->Ruby Console

3. Type in iso3030. This gives you the perfect AoK camera.

Also, the date should probably be adjusted now to September first, as the old date aligned with the incorrect view. September 1st lines up with this proper camera.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
RON PAUL 2016
Squire
(id: Turty)
posted 08-10-10 12:19 PM CT (US)     11 / 64       
Don't do many graphics mods myself, but this guide looks like great stuff.

Kudos to you.
Sebastien
Dark Samurai
posted 08-19-10 07:49 AM CT (US)     12 / 64       
Hi dude I have just started using google sketchup...

I don't know what it's doing, it's not doing it anymore, but last night it kept doing this...



Which is really annoying.

It doesn't effect the actual layers, it just 'looks' like that. When I hover over parts it goes back to normal. Like this...



I have to close and re open. It usually happened when I zoomed out. I figure it may have been performance issue but is this common?

[This message has been edited by Sebastien (edited 08-19-2010 @ 08:06 AM).]

Basse
Squire
posted 08-19-10 09:18 AM CT (US)     13 / 64       
Looks like a LEGO tower
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-19-10 12:55 PM CT (US)     14 / 64       
I've never has that happen, but sketchup has a lot of lag issues the more detail you get, and there's a fair bit of detail on that tower. Looks really odd.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Sebastien
Dark Samurai
posted 08-19-10 05:12 PM CT (US)     15 / 64       
Odd?
No more detail on it than many aok buildings (such as persian wonder).

Anyway, you can hardly tell from that pic. I've changed it since a bit since, changed the textures and polished over it and it looks pretty mega.

I havn't had many problems since, guess I'll have to live with it if it happens again.


Updated version (still to be improved - textures, flag pole will have a player color flag on it, minor structural changes possibly):



P.s how do I change the background colour to pink?

Also do you have a aok template I can use. I installed iso3030, but do you have one with the aok 'squares' already drawn up...that would be really useful.

[This message has been edited by Sebastien (edited 08-19-2010 @ 06:50 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 08-19-10 07:08 PM CT (US)     16 / 64       
Sorry I meant the problem looks odd, not your model.

I have a template I use with a square, but it isn't aok size, because I just control that with zoom. I have a bitmap I've made with terrain graphics. I just took a frame of road terrain, and then made 1x1, 2x2, 3x3, etc squares with it. When I size my buildings I just zoom, use microsoft's snipping tool to grab the graphic, and copy and paste back and forth, rezooming until I get the size where I want it. Then I save the render.

Of course, I actually export my models as 3ds files and texture and render in max. There are a lot more options for textures, such as boise and bump patterns, self illumination, and tinting the texture different colors. Plus the renders look better I think. Still it is the same process with both programs.

Concerning the pink background, this is a style setting. I go to Window > Style > Edit. Not sure which versions of sketchup have this, I think they all do.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Sebastien
Dark Samurai
posted 08-19-10 08:13 PM CT (US)     17 / 64       

oo ok sorry my bad.

thanks for the tips. yup, sorted the pink background. never thort of the terrain idea before either so that will be useful.

Jst watched loads of the tutorial vids, hopefully gonna create some wkd stuff mon, beercon seen.

I've got 3ds max but its my on my laptop at my dads house so dont get to go on it hardly ever.

meh.
hunnic paladin
Squire
posted 08-19-10 09:04 PM CT (US)     18 / 64       
w00t!

Great discovery, Matt. Srsly. This is the kind of thing that I can see causing a new influx of mods in about 3-4 months. -appluads-

H U N N I C ~ P A L A D I N
HP is a very nice guy who'd rather be polite and nod his head in agreement to other people's opinions, than act tough and bluntly. -Andanu Trisatya
On another note, I read that you are 13, I must say that I think that you are very knowledgeable for 13. -street (That was a long time ago...)
Mystery Maze III - Currently Stalled - 39.8% Complete
MixenDixon
Squire
posted 08-20-10 09:35 AM CT (US)     19 / 64       
Hey, can someone get me AoK textures for SketchUp?

I serve Yahweh, the living God who sent His Son Jesus Christ to die for your sins. He loved you so much He would rather die than be without you, and die He did. Won't you accept the sacrifice?
"This is real love--not that we loved God, but that he loved us and sent his Son as a sacrifice to take away our sins." 1 John 4:10 (New Living Translation)
Sebastien
Dark Samurai
posted 08-20-10 07:42 PM CT (US)     20 / 64       
Mixon the only thing I can think of is copying textures 'off' the aok buildings themselves. then save them as jpg's and then add them to textures in sketchup.

for example do like wall sections, bases, roof etc.

personally ive gone off aok textures and have found many online by just doing a google search for 'textures' or 'games textures'.

There are many free sites.
Pallando27
Squire
posted 08-20-10 09:27 PM CT (US)     21 / 64       
To MixenDixon:
-Here i compile some aok textures taked from buildings and walls graphics when i was trying to make cartonish buildings for tales of middle earth.



Just cut the square of the texture you want to use into a new bmp and import it to the sketchup program under the option of edit materials.
Also you need to adjust the size of the texture into a big number because the textures i post are very small (aok originals).

Here is an example of a building using aok textures:



It looks very aokish, maybe Kor can use this program and textures to design new buildings for age of chivalry since the limitations of copy and paste techniques.
chillywilly
Squire
posted 08-21-10 00:52 AM CT (US)     22 / 64       
Hi matt, thanks for the tutorial, very good, I only doubts were three things, as I can export other texuras google, as I can copy for example the barrel of the AOK, to stick to my building, and how I can spend my building to AOK, I am a bit ignorant, I hope to answer, this is a building-based think yours to get started. I hope you give me your opinion.

[This message has been edited by chillywilly (edited 08-21-2010 @ 00:58 AM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 08-21-10 03:26 PM CT (US)     23 / 64       
Haha, that looks like mine, except I did my whole sample in about 2 minutes and you've put some effort into it. Good job.

You should have the camera on ISO though.

To get barrels onto your model, there are a lot of things you could do, but easiest is to paste them on after you have finished your building in paint or photoshop.

To get your graphic into aok, you need Modpack studio or mod workshop. There are tutorials for these programs as well out there.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Possidon
Slayer
posted 08-21-10 03:33 PM CT (US)     24 / 64       
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-22-10 00:09 AM CT (US)     25 / 64       
cgtextures.com

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king

[This message has been edited by Matt LiVecchi (edited 08-22-2010 @ 00:22 AM).]

Possidon
Slayer
posted 08-22-10 02:45 PM CT (US)     26 / 64       
I tried to create the building you did and this is what I got using the standard Sketchup textures and adding a few AOK misc in too.



It looks odd becuase of the black outlines but if I remove them it looks worse. The Roof tiles also look too big. How do I fix that?

[This message has been edited by Possidon (edited 08-22-2010 @ 02:47 PM).]

Mr Wednesday
Cavalier
(id: matty12345)
posted 08-22-10 04:36 PM CT (US)     27 / 64       
You need to download the plugin I mentioned and put it in proper iso perspective (by typing iso3030 as stated). I can tell just looking at it you are not in an iso camera.

Second, turn the edges off. It will look better than it did before now that you are in Iso view. if it still looks bad, adjust those dark and light sliders in the shadow settings to get the contrast between edges right.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
MixenDixon
Squire
posted 08-22-10 08:22 PM CT (US)     28 / 64       
@Pallando: Thanks for the textures, they should be very useful.

I serve Yahweh, the living God who sent His Son Jesus Christ to die for your sins. He loved you so much He would rather die than be without you, and die He did. Won't you accept the sacrifice?
"This is real love--not that we loved God, but that he loved us and sent his Son as a sacrifice to take away our sins." 1 John 4:10 (New Living Translation)

[This message has been edited by MixenDixon (edited 08-22-2010 @ 08:26 PM).]

srinath1113
Squire
posted 08-23-10 07:14 AM CT (US)     29 / 64       
@ possidon:
i thought you can hide the black outlines by right clicking on them and selecting the hide option...

i suck at designing as i find it to be boring, but there's a building that i managed to make. could someone tell me how to make a picture appear along with a post? i mean is it necessary that it is uploaded somewhere?
Possidon
Slayer
posted 08-23-10 08:16 AM CT (US)     30 / 64       
Upload it to somewhere like imageshack. Then to place it in a post but (IMG)Addres of the Image(/IMG) Replace the () with []
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-23-10 02:13 PM CT (US)     31 / 64       
Don't hide the lines, that's a ton of work and will screw up the model.

Go to View->Edge Style-> Uncheck Display Edges

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
BF_Tanks
Squire
posted 08-24-10 10:07 AM CT (US)     32 / 64       
Very good topic, Matt. And very usefull..

Also, Sebastiens building looks somewhat from Assassins Creed with its extremely climbable walls :P
Kor
Busschof Happertesch
(id: Derfel Cadarn)
posted 08-27-10 05:56 PM CT (US)     33 / 64       
Thanks for the textures, Jorgito. I did try my hand at modelling thanks to Matt's excellent tutorial, but although my results are not awful (example), they're too dissimilar from the general look of AoK to fit in with both the original graphics and the other Age of Chivalry buildings I created. It would take more time to learn to use the program's advanced features to my advantage than it is worth investing in it, as I'm pretty much finished anyway, and only add a few new buildings a time every now and then. And I'm so used to Photoshop right now I can manipulate it to do almost anything I want to in comparatively little time. I can see the advantages of modelling, though, as it does save a lot of time and this example didn't take me that long to put together. But it's just too dissimilar from the rest of my work.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
Pallando27
Squire
posted 08-28-10 00:13 AM CT (US)     34 / 64       
To Kor:
-Yeah i know what you mean and you are right, is good to know you try to use the program well at least when you want to design a complicated design for a roof or architecture details for a wall or specific buildings like archs, or domes or stuffs that can't be made by copy/paste you still can design with this program and then paste into you original aok building by copy/paste and editing shadows in photoshop to make it look aokish.
Good luck with your new designs!
Mr Wednesday
Cavalier
(id: matty12345)
posted 08-28-10 02:24 AM CT (US)     35 / 64       
-Yeah i know what you mean and you are right, is good to know you try to use the program well at least when you want to design a complicated design for a roof or architecture details for a wall or specific buildings like archs, or domes or stuffs that can't be made by copy/paste you still can design with this program and then paste into you original aok building by copy/paste and editing shadows in photoshop to make it look aokish.
That's something everyone can use, even cut and pasters. If you want a different shaped piece of architecture, make it, use Jorgito's textures, and copy and paste it into your other designs.

Although Jorgito's AoK textures are a bit small and do tend to repeat themselves in recognizable tiling. You could I guess cut and paste pieces of the texture into a more random larger pattern if you were absolutely determined to keep the AoK textures.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Sebastien
Dark Samurai
posted 09-06-10 10:22 AM CT (US)     36 / 64       
solved

[This message has been edited by Sebastien (edited 09-06-2010 @ 11:03 AM).]

Sebastien
Dark Samurai
posted 09-06-10 09:21 PM CT (US)     37 / 64       
nvm

[This message has been edited by Sebastien (edited 09-24-2010 @ 09:47 PM).]

Francis de Talking France
Squire
(id: Watson)
posted 01-13-11 01:03 PM CT (US)     38 / 64       
Once again, I try my hand at 3D modeling.

However, when I download the plugin, am I just supposed to start SketchUp, then? I'm using Google SketchUP Pro 7, if that matters. I know I'm screwing up somewhere.

Is there any installation required for the plugin?

Help is appreciated.

EDIT: Never mind, I found out.

[This message has been edited by The Unconvincing Spook (edited 01-13-2011 @ 03:14 PM).]

DJeronimo
Banned
posted 01-15-11 10:28 AM CT (US)     39 / 64       
far far to complicated.
episkopos
Squire
(id: pong676)
posted 07-04-11 03:44 PM CT (US)     40 / 64       
Help!

"iso3030" doesn't line up right! It's very annoying.



EDIT: I guess doing it manually works, but having the exact camera angle is preferable to trial and error.

[This message has been edited by pong676 (edited 07-04-2011 @ 04:32 PM).]

Feliks
Squire
(id: Joshooarh)
posted 02-18-13 11:25 AM CT (US)     41 / 64       
I'd like to take this for The University. No objections, Matt?
BF_Tanks
Squire
posted 02-19-13 06:55 AM CT (US)     42 / 64       
One thing: How do you scale textures on the faces?

Proud Member of Black Forest Studios
Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-19-13 07:11 AM CT (US)     43 / 64       
If you select a texture and click edit, there are two horizontal and vertical dimensions. Change them to adjust scale on your textures.

If you can't find it,let me know and I'll post a screenshot when I get a chance.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
Feliks
Squire
(id: Joshooarh)
posted 02-19-13 12:36 PM CT (US)     44 / 64       
Alright, well, I've taken it now. That should learn you, Mattyz!
Mr Wednesday
Cavalier
(id: matty12345)
posted 02-20-13 09:43 AM CT (US)     45 / 64       
I assumed silence would be taken for consent.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king

[This message has been edited by Matt LiVecchi (edited 02-20-2013 @ 09:45 AM).]

Feliks
Squire
(id: Joshooarh)
posted 02-20-13 10:00 AM CT (US)     46 / 64       
Yes, I was planning to take it for assent.

... and then never return it! Not even after I'm done assenting!
pogohead
Squire
posted 03-30-13 03:51 PM CT (US)     47 / 64       
Hey great guide! About the plug-in(s) - which ones are good to download for creating AOE buildings (or more like essential)? (sorry I am new to modding)
Feliks
Squire
(id: Joshooarh)
posted 03-30-13 03:53 PM CT (US)     48 / 64       
I'll let Matt know you asked. Just to be sure that he'll check in.
pogohead
Squire
posted 04-01-13 06:11 AM CT (US)     49 / 64       
thanks i found it, the answer was already in one of the posts above, my bad...!!

so to present my 1st building, it isn't perfect and I know the textures aren't the best, but it's just a test, just to see if I'm doing it about right? Also I'm open to suggestions of any kind.

sractarius
Squire
posted 04-01-13 10:52 AM CT (US)     50 / 64       
Very nice model, quite better than the stuff I make for my Lithuania mod.

Speaking of which, is there a way I can get this interface I made into the game without turning it into an acid trip? The BMP file I'm using has 256 colors but when I export it to the SPR editor it turns the colors into the aforementioned trip. That's extremely annoying. Here's the interface btw.

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