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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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