GMax export problems
GMax export problems
Yo! Im trying to get into the modelling/texturing...........
Im using gmax and did the tutorial:
http://www.zen44512.zen.co.uk/textut/
Well so far so good i can see the textures are fine in the view port
But if I export them via MD3 I always get the error message:
There was not a ono on one correspondense between texture vertices and true vertices...
Ok...
I open the file in Lithunwrap and see the grid as i placed it in gmax..
I save the files as 3ds and save the bmp aswell
If I open the modell now in the modell converter and apply the texture on it i see that its all phony up the sides and the bottom seem to be swapped for some reason.....
Any ideas on that ?
Or are they any better export plugiins?
Searched the web and found some scripts for the listener thingy..but that sucks..
Dont get all the stuff saved....
Anyway would appreciate usefull liinks/export plugins
Im using gmax and did the tutorial:
http://www.zen44512.zen.co.uk/textut/
Well so far so good i can see the textures are fine in the view port
But if I export them via MD3 I always get the error message:
There was not a ono on one correspondense between texture vertices and true vertices...
Ok...
I open the file in Lithunwrap and see the grid as i placed it in gmax..
I save the files as 3ds and save the bmp aswell
If I open the modell now in the modell converter and apply the texture on it i see that its all phony up the sides and the bottom seem to be swapped for some reason.....
Any ideas on that ?
Or are they any better export plugiins?
Searched the web and found some scripts for the listener thingy..but that sucks..
Dont get all the stuff saved....
Anyway would appreciate usefull liinks/export plugins
Re: GMax export problems
try flipping (not rotating) your completed texture graphic in whichever art package you're using, then save and apply that as the texture - sometimes its just a glitch in the way the model converter reads your bmp/jpegPeper wrote: If I open the modell now in the modell converter and apply the texture on it i see that its all phony up the sides and the bottom seem to be swapped for some reason.....
Any ideas on that ?
Cool - good first model I reckon :)
I'm kinda amazed someone's actually using that tutorial :) It's not great, actually - there's a much easier way to do mapping in later versions of Max, though I'm not sure about Gmax. Anyway, looks like you got your texture coords sorted.
As for the lightsource: the answer's yes... sort of. You can add a light as an effect using the model converter (Special menu/Set Effect Attach Point) - check the manual for a description of the different effects. One of them's a static shiny white light, if I recall (there's also a flashing light, but I think that's purple) It won't act quite like a proper lighthouse light - it doesn't really "shine", it's just a static light source, but you might experiment with that and see what you think.
f
I'm kinda amazed someone's actually using that tutorial :) It's not great, actually - there's a much easier way to do mapping in later versions of Max, though I'm not sure about Gmax. Anyway, looks like you got your texture coords sorted.
As for the lightsource: the answer's yes... sort of. You can add a light as an effect using the model converter (Special menu/Set Effect Attach Point) - check the manual for a description of the different effects. One of them's a static shiny white light, if I recall (there's also a flashing light, but I think that's purple) It won't act quite like a proper lighthouse light - it doesn't really "shine", it's just a static light source, but you might experiment with that and see what you think.
f
As far as I know that's always been possible. Easiest way is to test it :) However, it still won't work like a lighthouse - there's no beam of light, or even a definite lightsource: it just lights the entire area, kinda thing. So it won't make a difference if it rotates or not.
One other way, though (assuming Peper's that bothered) would be to model the lightbeam - a bit like the lights on Iridis, if you remember those - and add it as a transparent wheel model using one of the helicopter modes, so it does indeed rotate. It'd look a bit pants though. I suspect it's the sort of effect that'd need to be done in code.
f
One other way, though (assuming Peper's that bothered) would be to model the lightbeam - a bit like the lights on Iridis, if you remember those - and add it as a transparent wheel model using one of the helicopter modes, so it does indeed rotate. It'd look a bit pants though. I suspect it's the sort of effect that'd need to be done in code.
f
I tried to attach it on the rotating "lightbulb" but u cant see the light....too bad ;-(
Im using now the flashing light with a long period "3000". I attached it at the side so it lightens the roof bottom and the lightbulb....the purple looks a bit odd though lol....
Hmm modelllling a very transparent beam might look cool.....Im gonna try that one...
Im using now the flashing light with a long period "3000". I attached it at the side so it lightens the roof bottom and the lightbulb....the purple looks a bit odd though lol....
Hmm modelllling a very transparent beam might look cool.....Im gonna try that one...
the modelled lightbeam looks cool but i cant get over a length of 500 (whatever units that are) or it get all phony....its like it stops at a certain point and returns to the direction it came from....
tThe problem is that it looks unreal if u see the end of the beam...maybe some kind of fade out would be cool.....
tThe problem is that it looks unreal if u see the end of the beam...maybe some kind of fade out would be cool.....
by default the game doesen't display models that are too large once you get a certain distance from them.
the model convertor has an option that can be set on the model to override and disable this so the model should appear properly.
also, a bit off-topic, but if your going to use it on your world and want to have collisions, it'd probably be wise to set the lighthouse building to not have collisions in the bdat editor. that way people wont be hitting the lighthouse from far away or getting bounced around as the beam passes them.
the model convertor has an option that can be set on the model to override and disable this so the model should appear properly.
also, a bit off-topic, but if your going to use it on your world and want to have collisions, it'd probably be wise to set the lighthouse building to not have collisions in the bdat editor. that way people wont be hitting the lighthouse from far away or getting bounced around as the beam passes them.