Listed in: | 3D Studio MAX |
Date: | 2000-03-25 |
Author: | ali |
18:51 | jimk: | I almost scraped the whole project because of the new method i use is that much better |
18:52 | Cybinary: | so you wanna let us in on the secret new way? |
18:52 | Cybinary: | or going to keep it a secret? =) |
18:53 | jimk: | I was building everything seperate(walls floor inside building) depending on the texture it uses |
18:54 | jimk: | rv export only allows one map per model! |
18:55 | Cybinary: | one face? or one .bmp? |
18:55 | Antimorph: | one bmp |
18:55 | Cybinary: | ouch, that could be a problem |
18:55 | Cybinary: | no wounder you cant export the whole track as one piece |
18:55 | jimk: | But you can build your whole level in 3d max thentexture them with different maps.When u are done you select all the faces for one texture and then detach then |
18:56 | Antimorph: | Magic |
18:56 | jimk: | keeping the same center point for all your detached pieces |
18:57 | Antimorph: | What a wonderful plan, your a hero Jim |
18:57 | jimk: | export them individualy and then remap them using rv-remap and place then in your level one after anouther with out moving your arrow |
18:58 | Cybinary: | ok, that makes sense....i think |
18:58 | jimk: | thus placing them all with the same center in revolt they will all line up perfectly |
18:59 | jimk: | goback to max and export your entire level with out the seperated models and export as ncp.prm |
19:00 | Antimorph: | Can you export faces that are attached together, but separated by "Space"? |
19:00 | jimk: | when you put your prms in the level folder they will not have a ncp file. |
19:00 | jimk: | yes |
19:01 | Antimorph: | excellent |
19:01 | Antimorph: | Thats is a totally kewl idea |
19:01 | jimk: | a model doesnt have to have all the sides touching |
19:01 | Antimorph: | I hoped it didn't, otherwise you'd be exporting each face individually. hehe |
19:01 | jimk: | it can be a bunch of faces all over |
19:02 | Antimorph: | Do the smoothing groups under the edit mesh modifier effect shading at all do you know? |
19:02 | jimk: | to select all the faces for each texture just hold down CTRL key when selecting then |
19:03 | jimk: | I dont use that modif. it adds to many polys to your model |
19:03 | Antimorph: | I'm thinking along the lines of the "Gar gloss problem" thread in the forum a few weaks back.. Ahh Ok |
19:05 | jimk: | I havent experimented with all the modifiers to see what effects they have on the exported model in rv |
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