

Created by: Rex
Hill
Required tools:
3D Studio Max
Photoshop
- Have
a scene in 3D Studio Max with just your vehicle
- Apply
a material to your vehicle that is pure white and has it’s
self-illumination value set to the maximum (100)
- From
the top view, select your vehicle and render it with the box selected option
- Uncheck
“Constrain aspect ratio” and choose 128x128 or less
- Save
your image in the .tga format
- Create
a 1x1 segment plane that covers your vehicle as near as possible
- Save
your scene if you need to close Max to open up Photoshop
- Open
your top view rendered image with Photoshop
- Select
all the contents of the image
- Create
a new channel (Alpha 1)
- Select
the new channel and paste
- Go
back to your RGB channel (select it)
- Change
the secondary color on the color chooser to a almost pure
black
- With
your image contents still selected, hit the delete key
- Now
you can go back and edit your alpha channel if you want to change the amount
of transparency (opacity) and blur as needed
- Save
your completed image in the .tga format in 32bits (limit your
file names to 8 characters maximum)
- Go
back into Max and load up your scene file
- Select
your 1x1 plane and apply your shadow texture to it
- Apply
planar UVW texture mapping if necessary
- Flip
the normals and export the .3ds mesh to replace the correct shadow in the
game (the shadow objects usually have sh at the end)
- Planesh.3ds
is for the fighter, plane2sh.3ds is for the bomber
- When
you import the shadow object into the mapmaker, make sure to use a null .3ds
texture for the collision model (I haven’t tested with one so the affect
is unknown)
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