Re: Okay Mother Cluckers...
Quote:
Originally Posted by
Inferno
Every poly is assigned to 1 or 2. I have no idea how to fix it.
wat
Just open the gbxmodel and create a new material for every shader. The only thing you need to make sure of is the same name. Attach the entire model together to 1 object, then use the region select or whatever its called in editable mesh to select certain parts. Apply the appropriate material to it by looking through sapien at the same time to see where what goes. Its really not that hard :smith:. By the way, this can be a much easier process by unslecting the import materials button when importing, then doing what I said.
The only thing it might not import is #sun, I've had countless origional Halo skys do that, so I suggest making your own when doing so, and making your own sun.lens_flare tag.
Re: Okay Mother Cluckers...
Quote:
Originally Posted by
higuy
wat
Just open the gbxmodel and create a new material for every shader. The only thing you need to make sure of is the same name. Attach the entire model together to 1 object, then use the region select or whatever its called in editable mesh to select certain parts. Apply the appropriate material to it by looking through sapien at the same time to see where what goes. Its really not that hard :smith:. By the way, this can be a much easier process by unslecting the import materials button when importing, then doing what I said.
The only thing it might not import is #sun, I've had countless origional Halo skys do that, so I suggest making your own when doing so, and making your own sun.lens_flare tag.
So just guess?
Sounds like fun.
Re: Okay Mother Cluckers...
Quote:
Originally Posted by
Inferno
eeuuuueeaagh whiny whiny whiny
Christ, just do it.
back in the day we didn't even have a proper gbxmodel importer you had to export the model from hmt and re-uv it yourself through 21 feet of snow
Re: Okay Mother Cluckers...
Quote:
Originally Posted by
teh lag
Christ, just do it.
back in the day we didn't even have a proper gbxmodel importer you had to export the model from hmt and re-uv it yourself through 21 feet of snow
Back in my day we had to use spark edit to move spawn points one by one in SP-MP conversions.:mech2:
Re: Okay Mother Cluckers...
Quote:
Originally Posted by
Inferno
So just guess?
Sounds like fun.
:ugh:
No, It should be obvious which ones go where if your not a retard.
Re: Okay Mother Cluckers...
With a sky like this it's hard to tell. I already tried random guessing once then I got anoyed and went to play MW2.
Also. I used to mod with HMT haaha.
Gathering Exception Data...
Re: Okay Mother Cluckers...
Quote:
Originally Posted by
Inferno
random guessing
...What is there to guess about? You put the bitmaps on their materials in 3ds, you change the material index of each region until it looks right. Seems pretty straightforward to me.
Re: Okay Mother Cluckers...
I can fix the material ID's on a regular model but skys are complex. And 3ds 8 has problems with models that size.
Re: Okay Mother Cluckers...
Quote:
Originally Posted by
Inferno
I can fix the material ID's on a regular model but skys are complex. And 3ds 8 has problems with models that size.
No.
I've been able to import much larger models before and i've never had a issue with 3ds max 8.
Re: Okay Mother Cluckers...
Sky models aren't that complex inferno.
It wasnt that hard to recompile them every 30 seconds when I say, changed a bitmap, or moved a planet.
You're doing it wrong
also,
back in my day we had to walk through a 8ft of snow to get to school
with one shoe
and no sock for the other foot
and it was uphill both ways.