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GMax export problems

Posted: Thu Feb 16, 2006 1:32 pm
by Peper
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 :shock: ?
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

Posted: Thu Feb 16, 2006 1:51 pm
by Peper
Here screenies of it:
Image

Image

Image

ARGH!

Posted: Thu Feb 16, 2006 6:15 pm
by Peper
A vertical mirror to the bitmap texture fixed it...
Cool maybe i can make that lighthouse now....
Im going now on to the impossible task to texture two cylinders

Posted: Thu Feb 16, 2006 6:44 pm
by Darkfox
From what I've read....GMax is/was only meant to work with a select amount of games via 'gamepacks'

Re: GMax export problems

Posted: Thu Feb 16, 2006 9:21 pm
by Sonro
Peper 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 :shock: ?
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/jpeg

Posted: Thu Feb 16, 2006 10:15 pm
by Peper
YEah vertical flipping.....
Proudly presents his 1st modell ;-)
Image

Posted: Thu Feb 16, 2006 10:51 pm
by Sonro
not a bad first effort pep, stick with it :)

Posted: Fri Feb 17, 2006 9:08 pm
by Peper
Im making good progress...:-) Version 2_7 lol

Image

would be nice to have a real lightsource in there any idea if that is posssible? maybe with the car lights?

Posted: Sat Feb 18, 2006 1:02 pm
by Fooli
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

Posted: Sat Feb 18, 2006 4:43 pm
by Peper
The tutorial helped me alot to get the basic impression how the whole ampping thing worked....:-)
I figured out u can just drag the texture from the material window on ur modell....

Posted: Sat Feb 18, 2006 10:09 pm
by zaroba
is it possible to add effects to turrents yet?

if so, you could make the top of the lighthouse a seperate model and import and connect it to the base via the model converter to have a spinning light on the lighthouse.

Posted: Sun Feb 19, 2006 1:17 am
by Fooli
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

Posted: Sun Feb 19, 2006 8:15 am
by Peper
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...

Posted: Sun Feb 19, 2006 3:57 pm
by Peper
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.....

Posted: Sun Feb 19, 2006 10:21 pm
by zaroba
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.

Posted: Tue Feb 21, 2006 10:49 pm
by Peper
Getting hit by a light beam ;-p....
*makes light saber sounds*