Most of the metal is grayish or done in grayscale, so burn and dodge tools come handy. (I usualy create a layer below metal & sponge filter and then I set it to screen, then I use dodge and burn tools to get an good effect)
But when to use dodge and burn tools on colors, it wont look very nice imo.
BT-5 Texture & Model Criticism
No, the dodge and burn work perfectly on colours. That is why when yo begin your texture you start with the edges and lighting and then go make scratches and grunge later on. You don’t dodge and burn your grunge after, it has to be done beforehand. If you use these techniques, you will get somethign similar to the MP40 in EF (Anthex did it not me) and it’ll look awesome. I think the skin is ok, just needs some tweaks to get it right. If you want you can send me the flats (UVs) and then I’ll try and work and see if I can get a good result on it. Or send me a different tank or plane and I’ll try my best on it.
Well this is a common thing, we both have our own work days. I was teached never to use dodge and burn tools on colors, since it wont give a real life effect.
I mostly when starting my texture from scratch do 3 main layers
First layer is the background color (example=green)
Second layer is the sponge tool filter (i set the layer to screen)
third layer is in grayscale where i add the dodge and burn tools (i set the layer to screen)
Fourth layer is the custom brush one ( i use variant colors [slightly different then the background ones]) to add dirt effects and so on.
This is my basic start for a scratch texture. Which looks excellent when done properly.
Well i was planning on starting texture on the German Panther tank, i can give you the UVs and we both can do our work and see who get’s a better result.
Ok deal, I’ll doall my fancy PS stuff and you do hwatever you want tyo :D.
@ pegazus - did you try it?
@ kamikazee - this is only one turn with the tool…and it looked very good on my character skin faces…they didn’t looked concrete
but you always needs to try it ingame… because things do appear different there…
EDIT:
@PEGAZUS : NEVER MIND IT WONT LOOK GOOD!!
@ Alpha Red
Ok, but i cant seem to find the Panther tank folder. (probably went lost with the numerous HD crashes) I will ask Sage if he has it (if i ever gave him one)
@Thunderpwn
I did try it, but i did not like it. Seems it makes too much concrete feel.
Once you find it just post here and upload the model so that I can test it and export the UV maps at a certain resolution for my own preferences. You can put the link in a PM if you fear anyone will steal it.
I found an earlier file of the tank, but it’s missing half the body and the UVs. I’l keep looking.
(everything is a mess)
about the tracks and animating… there is something in the shader manual of gtk 1.3.8. with a changing light… that gave me the idea…
if you had a couple of skins to the wheels and tracks moving them just a bit at a time that would be animating ingame…
i’ll post the shader here and you may see if you understand what i mean
textures/sfx/flameanim_blue
{// *************************************************
// * Blue Flame *
// * July 20, 1999 Surface Light 1800 *
// * Please Comment Changes *
// *************************************************
qer_editorimage textures/sfx/b_flame7.tga
q3map_lightimage textures/sfx/b_flame7.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nolightmap
cull none
q3map_surfacelight 1800
// texture changed to blue flame… PAJ
{
animMap 10 textures/sfx/b_flame1.tgatextures/sfx/b_flame2.tga
textures/sfx/b_flame3.tga textures/sfx/b_flame4.tgatextures/sfx/b_flame5.tga
textures/sfx/b_flame6.tga textures/sfx/b_flame7.tgatextures/sfx/b_flame8.tga
blendFunc GL_ONE GL_ONE
rgbGen wave inverseSawtooth 0 1 0 10}
{
animMap 10 textures/sfx/b_flame2.tgatextures/sfx/b_flame3.tga
textures/sfx/b_flame4.tga textures/sfx/b_flame5.tgatextures/sfx/b_flame6.tga
textures/sfx/b_flame7.tga textures/sfx/b_flame8.tgatextures/sfx/b_flame1.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sawtooth 0 1 0 10
}
{
map textures/sfx/b_flameball.tga
blendFunc GL_ONE GL_ONE
rgbGen wave sin .6 .2 0 .6
}
}
Making wheels animate with shader is the first idea and probably best idea, if i don’t want to animate them.
By animating, i ment that i would need to animate the gunfire (rumble) and when the tank starts or stops (rumble) too. Those are my concerns.
[QUOTE=Pegazus;189509]
By animating, i ment that i would need to animate the gunfire (rumble) and when the tank starts or stops (rumble) too. Those are my concerns.[/QUOTE]
i think that’s done in scripting not animation, but i am not sure…
I don’t think so, there are around 50 (if not more or less) animation frames in the churchill. I am positive that those frames are for tank start and tank fire rumble.
If i could learn to animate, i could release this tank to the pulbic too.
well, i think you should ha a look at the goldrush script… for me it seems that the start sound is triggered by script and also shooting…
trigger tank startfire
playsound sound/vehicles/tank/tank_fire.wav
trigger boomtrigger boom_all // triggers the hurts around bank explosions (each has its own wait for timing)
trigger tank_flash run
}
trigger blow_doors
{
setstate tank_flash invisible
wait 200
trigger tank stopfire
wooops no there is some animation…you’re right:
}
trigger startfire
{
startanimation 67 8 10 nolerp norandom noloop
}
trigger stopfire
{
startanimation 0 1 15 nolerp norandom
}
this i must look into
… i’ll be back…
no, that must be when a player is atached and shooting with the mg… it seems like it’s just script…
and for your wheels to move
this is what sd uses on truck (frontwheel):
truck_fwheel
{
spawn
{
wait 500attachtotag truck tag_wfront}
trigger forward
{
setrotation 130 0 0
}trigger backward
{
setrotation -130 0 0
}trigger stop
{
stoprotation
}
}
[QUOTE=thunderpwn;189570]this i must look into
… i’ll be back…[/QUOTE]Just take a look at the tank right after shooting the bank doors in goldrush - it is made to “wiggle” for a few seconds to simulate the cannon’s recoil.
think that is just a start and a stop,pretty quick…but i can’t seem to open those md3 with lightray anyhow…
I tried to import the frames into blender timeline, seems not to work. Hmm, does anybody know if pazur animated his own animations for gun fire rumble (wiggle) part and the tank start for his Sherman FireFly
If nobody knows, i’l send him a pm 
Edit: Ah, i never found the Panther tank Alpha Red, but i have something else we could challange on, a Tiger Tank. If you are still interested 
I tried to import the frames into blender timeline, seems not to work.
You must not have the good MD3 scripts for Blender. I got ones that import everything perfectly, including the Churchhill with animations included.
Could you be kind to zip the scripts and send them to me? I would realy appreciate it, then i could see how and what way SD made there animations.
Btw, do you have skills in Animating so i could get some tips or advice from you.

