Please ask your basic (newbie) questions in here. - by scumble
Beleg Cúthalion on 1/8/2008 at 11:59
Build Flesh BSP also?
By the way, (
http://www.str8g8.pwp.blueyonder.co.uk/bridge.htm) Str8g8 has a custom matlib with dummy textures (little white squares with a figure on them) hosted on his homepage. You can simply install it like written in the readme file and replace the dummies with your own textures without overwriting anything.
Usually you need 3D Studio Max again to make a custom matlib (this texture index you know) for your own textures, but this is the way for those who want to save money.
prustage on 1/8/2008 at 12:40
I did as you both (Judith and Beleg) suggested and now my textures are working.:thumb:
Str8g8's custom matlib is brilliant - I can see myself having fun with that.
Many thanks!
Ziemanskye on 1/8/2008 at 17:17
Quote Posted by havoc211
Hey guys,
Gotta run to work; but, I have a problem with mapping.
I used flatten uvws to create my textures and started editing my textures; but, 3/4 the way through, I found a tiny part that is overlapped with another. If I attempt to move it and save my uvw file, the uv moves; but, the mapping doesn't change. I never got this involved with this stuff till now. So, I'm a little lost.
Working with 3DS Max really isn't something for the newbie questions thread.
As for this problem, it could be as simple as the scale of it, or you're looking for the wrong thing or all sorts of silly things. As a hint though, I extremely rarely use UVWUnwrap- select the polys you want, then just put a plain UVWMap (sometimes with UWV Xform as well, depending on which part of the texture you want) on it so only those faces are mapped, and just repeat that through the whole model. Makes things a *lot* easier, especially if you're doing things with the Goodness textures.
(I'd still suggest UVWUnwrap for character models though, but even then the regular Map/Xform is a good way to start for some things)
DarkDragon on 2/8/2008 at 00:20
Hi,
I have 3 objects in my new mission. X, Y and Z lets call them.
Garrett does not know to steal these items when he gets into the building but he can still pick them up.
I have a note somewhere in the building telling him to pick up X, Y and Z.
I have a problem is: If Garrett picks up these items before reading the note then the objectives do not automatically check off after he has read the note. They go from Hidden to Pending.
If he picks up either X, Y and Z AFTER reading the note then its fine but since this mission is pretty open for the player to go anywhere, he could end up picking up X, Y or Z only to be stuck when the Objectives go from hidden to Pending.
I tried setting up Flags on each item to check when Garrett reads the note but it only seemed to make the problem worse or maybe I did it wrong, I'm not entirely sure.
Can anyone help me with this?
Thanks.
Judith on 2/8/2008 at 00:55
The easiest solution, I guess, is:
1) Reducing the frob on those items to 0 and making the script putting it back when the player reads the note.
2) Setting bOutOfWorld on those items to true and then changing it to false with the script (on the other hand, items appearing out of nowhere would be strange, wouldn't they).
Ziemanskye on 2/8/2008 at 10:45
And the long way would be to have more variants of the objective-giving script, to setup the objectives differently if any flags are set to say you've already picked up any/all of the objects, so that the missions objectives go straight from hidden to complete.
And/or more scripts which check the flags on the note, which I suppose might be easier - first script as before gives all the objectives, second and so on are all the same trigger conditions, except you check to see if the object has been picked up as well, and you put a delay (say 2 game seconds) before they do any other actions (so that the regular script pends the objective, and the "I've got it already" scripts complete it)
DarkDragon on 2/8/2008 at 15:45
Right, I'm having a little problem understanding what you mean. So here is a picture of my scripts.
Inline Image:
http://www.saleck.net/TEMP/Scripts.JPGScript 1 is the script that goes on the item (with the other two items having similar scripts) it has a Flag on it to check if the Note has been read, Scripts 2 and 3 go on the Note, Script 2 works fine but 3 doesn't appear to work.
Since this picture was taken, I have tried splitting up last script into three smaller scripts and attaching them to the note. That doesn't appear to work either.
Would it be possible to attach these scripts to a volume near the note to that when Garrett walks through it, it checks that the Flags on the Items have been set to True?
Or have I completely cocked up the Flags on each of the items?
Ziemanskye on 2/8/2008 at 19:00
This is somewhat beyond "newbie thread" level of question.
However, first checks:
On the objects you collect (rather than the note which tells you to collect them).
A) Modify the script so it does something obvious when it fires - make it pop up some text or play a sound effect or something, so you can see that the script is actually being fired.
B) find the console command to see if the flag has been set the way you think it has been. I think that the command you'd want would be "debugflags avoidingmistrust"
And that gives us somewhere to start in tracking down where things are going wonky
Flux on 2/8/2008 at 19:02
In your third script, there are three queries. I can see beetlestolen flag to be set to true in the 1st script. Where do you set the flags for eaglestolen and felinestolen to be true? In which script?
Also ,why do you need to delay game for 2 seconds in the 3rd script?
Last, I'd follow Judith's 1st suggestion. Because after reading the note, they would become "frobable=interesting", that would make more sense to me.
havoc211 on 3/8/2008 at 10:23
Quote Posted by Ziemanskye
Working with 3DS Max really isn't something for the newbie questions thread.
As for this problem, it could be as simple as the scale of it, or you're looking for the wrong thing or all sorts of silly things. As a hint though, I extremely rarely use UVWUnwrap- select the polys you want, then just put a plain UVWMap (sometimes with UWV Xform as well, depending on which part of the texture you want) on it so only those faces are mapped, and just repeat that through the whole model. Makes things a *lot* easier, especially if you're doing things with the Goodness textures.
(I'd still suggest UVWUnwrap for character models though, but even then the regular Map/Xform is a good way to start for some things)
Sorry bout that, Z.
I was just a tad stressed because I knew I should be able to move that uv and couldn't. Found out why.. fixed. Moved on.. lol. But, I agree with what you said. I tried a few other methods before going the unwrap modifier route and the latter saved me so much time by comparison..