This includes:
-3dsmax script for setting up a camera.
-camera.max an scene set up with camera rotation, render background/shadow colours, etc for shp units (vehicles)
-buildingcamera.max something i tried for buildings
-a palette that you can use for conversion
some more information on how i use my script...
01: render the body-frames (0-31) with AA (Catmull) but the background-plane disabled
02: render the turret-frames (32-63) with AA (Catmull) but the background-plane disabled
03: go to xcc-mixer and copy the images with the correct pallet to SHP(TS)
04: copy the SHP to PNG(Single)
05: render the body-frames (0-31) without AA but the background-plane enabled
06: render the turret-frames (32-63) without AA but the background-plane enabled
07: go to xcc-mixer and copy the images with the correct pallet to SHP(TS)
08: copy the SHP to PNG(Single)
09: now open both png files with PhotoShop or similar
10: copy and paste the AA-png over the non-AA-png (new layer)
11: delete the background on the AA-png (use wand-tool)
12: save as PNG
13: go to xcc-mixer and copy the png (rightclick > clipboard > copy)
14: paste it over the original SHP-File you created earlier (rightclick > clipboard > paste as SHP(TS))
15: leave size and framenumbers as it is
16: copy SHP to PNG
17: copy PNGs to SHP
now you can put it ingame
that´s the way i do...but i know that there are other ways to do it.
PS: be sure to set in max options "don´t AA against background"
Raminator, how do you know that the camera must be at this position/rotation and have this angle of view ?
Have you created your file after searching for informations about angle views in RTS games? Or maybe you have read an article about the official camera angle views in Weestwood/EA RTS games ?
I am asking because I would like to use the exact/correct angle view for units/vehicles and I noticed that your camera has random decimal values for its positions and rotations.
Also, the camera target is set to X=10 and not to the world origin.. XYZ(0.0.0)