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Guest posted a topic in MiscellaneousRenX (Gmax) / 3DSMax Renegade Evolution Tutorial Animated Computer Screens By StoneRook Project: Duplicate the moving computer screens as seen in MP/SP Renegade buildings computer screens using vertex settings only. Materials: atr_blips.tga atr_scem01.tga hnd_wrksta.w3d (for reference) All found in always.dat Programs: RenX W3D Viewer Commando Renegade (LAN Mode – Mod Package) This tutorial assumes that you have working knowledge of the programs needed. This means you know how to use them – make levels in Commando – setup a single player LAN game. Rev. 1.0 02/08/2003 This is the moving computer screen in the Hand of Nod - hnd_wrksta.w3d. Take a look at it – the color bars move up and down and right to left. The pattern of the background will take on the colors as the front color texture flows across it. It’s a simple mesh plane – with two applications of texture (2 pass) – and the moving texture is simply a vertex setting. The trick is – you have to apply two (2) UVW’s to the mesh – one per texture. You also need to rotate the second one a certain way to get the moving color bar effect. If you just apply the vertex settings (as per wdump) – you will not get the same effect So – here is how Westwood did it. Step one: In Renx – make a mesh – 2m,2m – segments 1,1– use the front view to make it in. Name it Cpu_test Step Two: With the mesh selected – Hit the ‘m’ key. Set your Pass Count to two (2) Name the Material cpu_scrn Select the Pass 1 tab for the next step. Step Three: Set this texture to atr_scem01.tga (this is the background texture) Next hit the Shader tab (for Pass 1) Step Four: Set your Blend to Opaque – as seen above. Step Five: Set your VM to the following: (R,G, A 255,255,255 D 255,255,255 S 0,0,0 (you could set it to 0,255,0 if you want a glowing neon) E 255,255,255 O 1.0 T 0.0 S 1.0 Your UV is one (1) - for this texture Step Six: Select Pass 2 for next step Select atr_blips.tga for this texture. Hit Display on this texture (this is the moving one) Select the Shader tab for the next step. Step Seven: Set your Blend Mode to Multiply – the rest of the settings should be as shown above. Step Eight: Set your VM to 255,255,255 down. And your o/t/s are default. Set your Stage 0 Mapping to type Linear Offset Your args will be UPerSec=.1 (caps are important) Set your UV to two (2) Assign the material to the mesh – then x out of this dialog. Step Nine: Now – assign a UVW map modifier – and then on the Channel/Map Channel roll down – select 2. This allows us just to play with the pass two texture – since we put it to UVW 2 under the vertex settings. Now we have to fix the texture to show correctly. Step Ten: First – flip the map – U tile – check the Flip box. (this is so the map will display correctly. Second – make the UVW map a bit larger than the mesh – you can play with the settings to get different settings – I made mine 2.5m length and 2.5m width. (different sizes – different effects) Then – use the use the UVW mapping gizmo – and the select and rotate gizmo to spin the UVW map 90° on the Z axis. (Y on the UVW map) So the UVW map should look like this: Now – with that done – unclick the UVW map option – right click on the mesh – and change it to a editable mesh – this will collapse the mod stack and lock in your settings. Now – export the mesh as terrain – and name it cpu_screen.w3d Call up W3D viewer – and you should see the a moving computer screen – just like the Westwood one’s. This is something I whipped up – I changed the background texture… So – by changing the background picture – adding some colors from the atr_blips – you can make your own custom cpu screens. Photoshop is invaluable in this – you can use filters to make the "negative " of your line are to make interesting displays. (I use antimatter) Info for this tutorial was taken from the supplied Westwood© meshes and materials. The rest was using the knowledge given by doing the Gmax© tutorials. And the rest – a lot of Jolt© soda…. If you find this useful – please let me know. StoneRook out…
Original Authors: Bumpaneer, StoneRook and Andre First step, I’d like to give big thanks for Bumpaneer on allowing me to write this tutorial on realistic water making for Renegade. Well, let’s get started. Load your Ren-X and make a plane 10x10 or bigger. Remember this is only to get you started, once you learn this tutorial, you will be able to make the water any size you wish. Press the M key on your keyboard, which should open the Renegade Material Editor. Click on the blue box icon (Make New Renegade Material) to avoid conflicts between a material already used in other object. Then, change the Pass Count to 2 and select the Surface Type (Naturally Water) as show in the picture below: Usually, when you start by the Pass 1 tab, Ren-X crashes, so let’s move on to Pass 2 tab, then we come back to set up the #1.Click on Vertex Material tab on Pass 2. Make sure Ambient, Diffuse, Specular and Emissive colors are black. Under the "Stage 0 Mapping" (bottom Left of screen). Select the drop down box to the right of Type and select "BumpEnv". And fill the box Args below with: BumpScale=0.2 BumpRotation=0.3 VPerSec=-0.01 And don’t forget to change the Stage 1 Mapping Type to Environment (Basically to make it reflective) as shown in the picture below: Now let’s move to the Shader tab (Still inside Pass 2 Tab). Select the Blend Mode to Add. On the Advanced (Still on Shader Tab, but on bottom), select the Pri Gradient as Bump-Environment and the Detail Color as Add. Watch picture below: Now let’s move to the Textures tab to set up the textures and the details of the water and it’s movement. Check the Stage 0 Texture and click on the None button to select the proper texture. Use the texture called bump_water.tga here. Now check the Stage 1 Texture (Detail Texture) and click again on None button and select the texture named water_reflect.tgaOn next page you are going to see how your Textures tab should be after setting up all these changes. Once you are done with setting up Vertex Material, Shader and Texture tabs on Pass 2, click on the button shown on the picture (Assign Material to Selection) to apply the changes to rhe object. Now let’s move back to Pass 1. On Vertex Material Tab, change the Stage 0 Mapping Type to Linear Offset and add VPerSec=-0.01 to the Args box, as shown in the picture on next page.Important Note: The Ambient, Diffuse, Specular and Emissive are already set up properly, you don’t need to change them. There is nothing to change or set up on Shader Tab, so let’s move directly to the Textures Tab on Pass 1. Check the Stage 0 Texturing and select the remaining texture included in the pack:water_texture.tga – Once you select the texture, check the Display button and then, to finish, click once again on Assign Material to Selection button, wich will Finished Product: Tutorial Written by André. Realistic Water technique developed and improved by Bumpaneer and StoneRook. If you wish to know how to make more realistic effects for Renegade, start using WDump provided with the Renegade Mod Tools, there you can view all W3D’s Textures settings, making you be able to duplicate any effect Westwood added to their maps with textures. == Enjoy Your New Realistic Water ==