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117
April 11th, 2009, 02:36 AM
Does anyone know how the grunt armor permutations work? I'd like to try the technique on something else, but I'm not sure of how it's done. (The armor permutations for grunts are the back randomly being the shell back or the normal back.)

The most I can tell is that they have them listed under a permutations list, but I am not sure exactly how to put it to use in 3ds Max.

Mythril
April 11th, 2009, 08:13 AM
Export 2 .jms files with the different permutations. When you compile, they'll be put in the same gbxmodel.

117
April 11th, 2009, 04:21 PM
Alright, thanks.

117
April 12th, 2009, 07:44 AM
Alright, I got the permutations down, but I need to use regions to set up the seperate mesh for the rest of the biped's body. How would I create regions?

Mythril
April 12th, 2009, 08:00 AM
There's an empty box with a drop down arrow next to it in the top right of the Max window. Select the triangles\polygons, type the name of the region and press enter.

117
April 12th, 2009, 08:24 AM
Thanks. +Rep'd you, also. You've been a ton of help.

Mythril
April 12th, 2009, 08:30 AM
No problem.