View Full Version : How can you "de poly"
armoman92
August 1st, 2007, 12:42 PM
When i model (max 7), and i tessalate, i always end up with a bunch of extra polygons that i don't need. When i use the optimize tool in max, it helps but i cant control where it works and exactly which faces i want to turn into one (face).:confused2: Is there a tool that i can use that will "blend" together polygons into 1 polygon, or do i have to go into vertex mode and weld together verticies?:confused:
THANKS!
Oh yeah, does anyone know any good tutorials for UVW mapping and Unrap UVW mapping because im not very good at that.
AND.............. how do u do water!!!!!!!!!!!!!!!!!!!! I cant get it to WORK!
Lord Mirko
August 1st, 2007, 01:01 PM
1.Remove poly
Editable Poly ,then go to Edge selection mode or Vertexes selection mode,select more than 2 edges or vertexes than u can go to -Edit Edge-(this is the tab) and select Remove or, go to -Edit Geometry- and select Collapse.
Tip - Be careful what do u remove or collapse.
2.UVW Mapping and Unwrap UVW
http://waylon-art.com/uvw_tutorial/uvwtut_01.html
Tip - Next Time use goggle
3.Water:
http://www.h2vista.net/forums/showthread.php?t=4093
Tip - Next time use the search button
Thats it :cool:
armoman92
August 1st, 2007, 01:06 PM
OMG thank you!!!
I've been waiting soo long:lmao:
Lord Mirko
August 1st, 2007, 01:07 PM
Np :cool:
Terin
August 1st, 2007, 01:17 PM
:x
I just create one smooth polygon after deleting a cluster. I guess I know a lot about 3ds Max.
et_cg
August 1st, 2007, 03:48 PM
That, or you can use Editable Poly mode's neat little "Target weld" tool for vertex selection.
armoman92
August 1st, 2007, 05:36 PM
I usually use edit. poly. but unrap uvw mapping dosnt seem to work with it?
Originally Posted by jstatz http://www.h2vista.net/forums/h2vista_v2/buttons/viewpost.gif (http://www.h2vista.net/forums/showthread.php?p=67556#post67556)
Okay, double-checked it. Looks like it goes something like this:
* Make a +media submaterial
* Create a flat plane where you want your water to be
* Apply +media to that plane
* Export and compile the level
* Open scenario_structure_bsp in h2guerrilla
* Down towards the bottom there's a "water definitions" heading. Add one if necessary, and point it to an appropriate shader -- I used tags\scenarios\shaders\multi\zanzibar\water_static .shader
* Close the scenario_structure_bsp and open the .scenario
* Look for "planar fog palette" about halfway down
* Add one if needed and point it to a planar_fog file. I used a custom one called tags\scenarios\multi\needle\needle_water.planar_fo g. (you can set fog depth by editing the planar_fog file)
* Save and you should be set.
From what I gather you can have multiple media layers (+media0, +media1, etc) but I only vaguely understand how they interact. I know that swamp map used a couple different ones, I think to have different fog types inside/outside the different areas.
I dl the vindiction water shader and i dont know what to do with it. I know the +media method but can you guys tell me what i have to do in max. I'll list what i dont get...
-When i make the +media plane, should it be instanced ( % in front)
-What should i name the material in the material editor
-What .tif image should i apply to the plane
-do i need any ! to make the water render only
-In the scenario-bsp file is the only thing i have to change the
-From the tutorial, can i skip the fog part
Help is much appreciated.
Thanks
Roostervier
August 1st, 2007, 05:39 PM
I just use the collision-less and double-sided transparent material, rather than the +media ( I can't get it to work right, I am being a bit lazy). So, an example would be "nm vindication_water!?"
armoman92
August 1st, 2007, 06:08 PM
ill try that thanks
armoman92
August 1st, 2007, 06:10 PM
wait, but what material should i apply to the plane, and should that plane be instanced?
et_cg
August 1st, 2007, 06:15 PM
wait, but what material should i apply to the plane, and should that plane be instanced?
A) Apply a material that YOU know will be referenced correctly. Use the same characters in its name that Rooster said.
B) (Water) No. Instancing/linking new objects tends to make them collidable. Even if they only have one side.
spookers622
August 2nd, 2007, 12:19 PM
tip: backspace is hotkey for remove
Bastinka
August 2nd, 2007, 02:58 PM
Tip: Alt + F4 solves models that give you a headache. :)
et_cg
August 2nd, 2007, 03:28 PM
Tip: Alt + F4 solves models that give you a headache. :)
Wind, be nice :P.
You really mean... \deltree is the solution to all of life's problems.
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