k first of all do i use the alo viewer to model or what and is there a tutorial
some one plz help
AlphaBlue Modding Council
18th July 2006
.alo is the file format for the model to work in EAW and FOC. Alo viewer is a small program that allows you to view the .alo file so you can code the model correctly into the game meaning allows you to see the bones and particles if any . It also allows you to see the skin texture if you have everything placed into the correct file structure of the game. In order to model you must use a 3d modeling program such as GMAX, 3DS MAX, BLENDER, MILKSHAPE and there are others. The main thing to know is that you need to have a compatible 3d program in order to actually rigg and prepare the model for EAW or FOC which would most likely be 3DS MAX because there is a plugin for exporting into .alo. The plugin is in the directory structure after installing the map editor. If you were to search on Google or ask some of the existing mod teams such as DE or GR or UEAW, AOSW and so on they would help you with either your questions or pointing you in the right direction but you will find even looking on the forum and the petroglyph fan forum you will find most of what you are looking for.
r there any tutorials
I didn't make it!
Here are the links to a couple of solid tutorial pages. Should help you get started. Cheers! http://www.swgbex.com/completetutorial.html http://forums.filefront.com/showpost.php?p=3244556&postcount=32
i was wondering how do u make a model most tutorials ive seen talk about putting models in game and half the time i dont know what there saying lol
I post to get attention
14th December 2002
I'm having the same problems and more.. I can't even get the .dds plug in working for PSP7. I get errors saying the plug-in cannot read the file and such even when all I'm trying to do is save the file as a dds... I've only got to the Nivdia .dds options screen like one time without an error. And yes I put the 2 .dlls in the system dir.
I was hoping I could create or modify some bump map .dds files. But is that not impossible without a moddeling program? I can convert dds->tga->dds and so on with the dds converter program but if I get errors before I even get to the Nvidia dds options (like the Tangent stuff) then that doesn't bode well either. Anyone know why PSP is spewing out errors with the dds plug in?
The 6th Day
7th August 2002
Well as I say to alot of people. Try to start small and work your way up. Whilst there are a few very basic tools nearly every modeller developes there own method of modelling. You'll generally find that no two modellers work alike and therefore thats why there isn't any indepth tutorials.
My own method to learn is to "borrow" someone elses mesh and pull it apart. See how pieces of it were made. Recreate those sections, then once your proficient with this kind of modelling then move onto other things, like making models from 2d images. Now because I use Milkshap 3d (as its perfectly more suited to low poly modelling than 3dmax (you can easily get carried away with your model)), if I'm rebuilding a high poly CGI based model (these usually have hundreds of thousands of polys), I use 3d max to render of over 100 renders of the original model, which are taken from all angles and of as many sections as I can (things like wings, rear sections etc.etc.). I also render of 7 specific images of a model in this fashion and set the render size for the top, bottom, side, front and rear to 300 pixels (so they can be used as background images so I can get the shape of my version of the model as close to the original as possible). The other 2 are taken looking at the model on an isometrical 3d plane view and are taken are 1024*1024 or bigger to see the detail.
Thats the basic idea anyway.
Dread pwns me!
15th January 2007
Do you have Max? If you don't, then you can't model .ALO. period. I know, it sucks.