adding custom items to Vampire - page 1

The knife model we will add to the game.
 

This tutorial assumes that you have a fully textured model, a copy of Milkshape 3D (with the Vampire NOD import/export plugins by Yith), and the latest Vampire SDK installed. Model textures should be 24-bit, uncompressed .tga [Targa] files, in a resolution of 256x256 or lower. It also assumes that you know how to make a NOB file and are familiar with the directory structure of Vampire's game files.

The picture above shows a knife model that I created for use in the WOD Mage Mod. It was created in 3D Studio MAX R3, and textured using Adobe Photoshop 5.5. I used 2 MAX plugins called Chilliskinner, and Texporter, in order to cover the model with only one texture map. Even if your model has multiple textures this tutorial will still work. Chiliskinner can be a bear if not used properly (it's a bit buggy), yet it GREATLY simplifies the task of skinning a low-poly model like this. See the tutorial on their site for more details.

Before we start, a word on how VTM:R uses models. Vampire has what's called a dynamic level-of-detail system. When a model is far enough from the viewer, it reduces the number of polygons in it. Why draw what you can't see? This system takes a lot of work off of the video card and processor. It also happens when a lot of models are onscreen at once. The game figures out how much horsepower your system has, and adjusts the models accordingly.

When the game's models were created in Maya, Nihilistic used a special utility called the NODExporter which puts the models in the format the game uses, and 'bakes' the level of detail information into it. Models created with the Milkshape NOD plugin do not have this information. All of the polygons in the model will be drawn all the time, regardless of how many models are present or how far away they are.

The result of this is that when creating models, you should always be conscious of how many polygons they use. A model with too many will bog down your system when shown on screen. Which will make it impossible to play the game smoothly, and add more than one.

How many is too many? It's hard to say, but a general rule of thumb would be: static props, carryable items, weapons - 750 or less. For characters: 2500 or less. You have to find the happy medium between having enough detail to look good and run smoothly. Both MAX and Milkshape have utilities for determining how many polygons are in your model.
 


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