bukary on 2/4/2005 at 17:35
Oh, that "m"... ;) Silly me.
Strange. I can assign material to selection even without clicking on the "m", but I can see this materail only after rendering. Your "method" allows me to see it immediately in Perspective viewport... So... thank you once again! :)
Ulukai on 4/4/2005 at 00:00
Very nice indeed. If you're aiming for something playable I'd try and get a lot of the plasterwork detail through normal/bump maps rather than polys, tho'
nomad of the pacific on 4/4/2005 at 00:03
That is a thing of beauty, Jermi! :thumb:
Where is that dang converter for Blender? :mad:
toolman on 4/4/2005 at 13:16
How do you go about creating your own collision hull in max? The script generated one is fine for the most part, but pretty useless if you're making an object which requires a modicum of physics precision :p
Have tried generating a collision hull for each individual part, but just one piece of it shows up in game. Have tried combining the hull into one piece but then the game loads it will just have it's own box or capsule around it.
Object is nothing complex, just two large boxes connected by a long thin one.
Anyone any the wiser?
bukary on 13/4/2005 at 11:58
I am learning 3d max. With GREAT help from PinkDot I managed to build something like that:
Inline Image:
http://img142.echo.cx/img142/8283/fasada17ie.jpgI does not look good. It's just a 'sketch' (textures are bad, windows are in bad palces etc.), but I was trying to learn something about modeling and exporting objects to T3Ed. Unfortunately, I've run into some problems:
- I tried to make this facade in max as big as it would be in real world. But when I exported it to T3Ed and placed static mesh in the editor it was as small as matchbox. Does anyone know what's wrong? It is important to build objects in proper scale, because DrawScale shouldn't be used often in T3Ed.
- The original textures on the mesh look bad. They should have smaller resolution perhaps. Can I change it in the editor? Will I have to use max for this? I am afraid that T3Ed will not keep the texture settings from max... Anyone can prove me right or wrong? How do I change texture resoultion in max?
BTW, these are actually two objects (the "core" facade and ornaments) and both (due to my lack of modeling skills) are high poly (548 + 1048). I'm saying this because, if I remember correctly, some claimed that it is impossible to place high poly (above 800) mesh in T3Ed.
toolman on 13/4/2005 at 12:26
Quote Posted by bukary
- I tried to make this facade in max as big as it would be in real world. But when I exported it to T3Ed and placed static mesh in the editor it was as small as matchbox. Does anyone know what's wrong? It is important to build objects in proper scale, because DrawScale shouldn't be used often in T3Ed.
Well you can change the grid size to reflect that of t3ed...
customize->
grid and snap
home grid
grid spacing 1
major lines every 16
perspective = 512, or whatever
also make sure
customize,
units setup.
is set to generic international units
Quote:
- The original textures on the mesh look bad. They should have smaller resolution perhaps. Can I change it in the editor? Will I have to use max for this? I am afraid that T3Ed will not keep the texture settings from max... Anyone can prove me right or wrong? How do I change texture resoultion in max?
To alter this you have to uvmap and scale the tiling up (so there's more repetitions of the texture and so looks sharper). Not massively clued up on this, but in the modifier list on your object you can select uvmapping and play.
bukary on 17/4/2005 at 19:45
Thanks again, toolman! :thumb:
I think I'll like modeling... ;)
Some new simple (beta) object I've managed to create for my FM while learning max:
Inline Image:
http://img69.echo.cx/img69/9585/festynngon3dg.jpgI know it's nothing, but...
Now it's time to learn UV mapping. :sweat:
Thiefguy on 20/4/2005 at 05:31
I'm trying to create collision hulls but I only have Max 7. I don't need to use anything else except for this utility. Is this also only Max 5.1 compatible?
Every time I start Max 7, it keeps giving me an error:
DLL failed to initialize. Error code: 998 - Invalid access to memory location.
I have my environment variables set but I'm hoping I'm missing something obvious because I don't want to have to get a copy of Max 5.1 just to get this working. Any ideas?
Thanks.
scumble on 20/4/2005 at 07:31
As far as I know, you're stuck unless you have max 5.1. However, Shadowspawn has been trying to (
http://www.ttlg.com/forums/showthread.php?t=94544) figure out the file format, which would help in constructing some kind of exporter for another modeling program.