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Agent ME
August 16th, 2007, 10:37 PM
1: For the last hour and a half, I've been trying to figure out how to make a floating platform have a ramp come off the end.

I want the platform to look like this - side view (and not as steep):
\
.\________

My first try, I made two boxes, put them end-to-end, and made the left one slant by selecting the end-face and moving it upward.
But I never could get their textures to mesh together, and whenever I view it in Sapien it highlights the area the touch showing a huge error (triangles outside bsp). Didn't affect the game but was annoying.

So how to I make it so there is one box, and I split it so I can slant the end without the whole thing?!?!?!


2: When I have a texture on an object, how do I scroll the texture so it meshes up with other things better? I've already seen the UVW Map tool, but it can only resize the texture, not slide it.

3: I created a box, then deleted it by pressing delete. But when I go to select objects by name, it's still in there. I try selecting it in there and pressing delete. I try selecting it, exit that window, and press delete. It's still there in the list even though there's no physical object connected to it. Wtf?!

Limited
August 16th, 2007, 10:47 PM
Create a box, convert to poly. Select one of the end polys, extrude it a bit, then go to vertex mode and select the newly added vertexs, the ones located on the end of the extruded bit, then drag them up the Z axis.

If you want pics just say.

2. Did you try clicking on the model when in UVW mode and moving the texture? Its possible.

3. Get out of poly mode then press delete :D

Bastinka
August 16th, 2007, 10:51 PM
Learn to model?
www.tutorialized.com
^ Has somewhat good tutorials for 3ds max.

Agent ME
August 16th, 2007, 10:56 PM
Create a box, convert to poly. Select one of the end polys, extrude it a bit, then go to vertex mode and select the newly added vertexs, the ones located on the end of the extruded bit, then drag them up the Z axis.
I feel stupid... I even accidentally pressed on extrude once - should've been obvious then to use it on the end-face.

Thanks for the reply, I'll try those all soon.

{XF}Lowsy
August 17th, 2007, 09:52 AM
Three easy steps

http://www.rtstechnicalservices.com/avalanche/ramp.JPG
http://www.rtstechnicalservices.com/avalanche/ramp.jpg

Limited
August 17th, 2007, 01:08 PM
Thats exactly what I said, nice picture though.

{XF}Lowsy
August 17th, 2007, 06:39 PM
Hey, no probs guys... You got the advise out there 1st. We haven't heard back from Agent and I was bored, so a picture was born.

Agent ME
August 20th, 2007, 06:27 PM
Thanks for the help - those worked well except for the texture scrolling thing - still trying to figure that out, but it's not too important.

I found some mapping/3ds tutorials, and I've figured out a good amount of stuff, but still some things I haven't been able to find out about.

New question - I have a ramp, but I want to make it more interesting and carve out a chunk of it - is there any way I can make a cylinder, and place it so it intersects the ramp, and delete the cylinder and the part of the ramp it intersects, so there's a hole in the ramp?

CodeBrain
August 20th, 2007, 06:31 PM
Thats called Boolean, in 3ds max go to compound objects, and select boolean (I do not remember what the rest was to do, or what to do before you select boolean, only the name. It was from a tutorial I used to watch a while ago.)

{XF}Lowsy
August 25th, 2007, 09:14 AM
I think he's talking about subtracting the cylinder from the ramp, so there is a hole left in the ramp and no cylinder at all. Codebrain is correct - it's called Boolean. But there are good ways and bad ways to use it.

So, just keep in mind that you can do what you want. But Sapien might have a problem with it and you might have to manually remake some faces and weld verts anyway. Look up some of the CE tuts. I don't think the one I watched was called 'check out my boolean tricks' though. lol.

Agent ME
August 25th, 2007, 08:16 PM
I figured it out a few days ago - checked the help files for "boolean", and figured out how to do it. I created a cylinder, selected the ramp, set it as a boolean object, set the cylinder as the B object, set A-B, and then I added in the new faces so there weren't holes in it, and it worked perfect.