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Thread: Model Permutations

  1. #1
    I was like Um. Delta4907's Avatar
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    Model Permutations

    I don't understand how to set the model folder up so you can make multiple regions and permutations for a model, like the elite or human Flood. Im rigging a Halo 2 human flood form, and I have no idea what to set up right or anything. I tried searching for tutorials but no luck.. Can someone please explain this?
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  2. #2
    Senior Member teh lag's Avatar
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    Re: Model Permutations

    Permutations are seperate models. You export the different permutations as "<permname>.jms". For example, a flood form would have the regular model and a ~damaged.jms, which would be exported from 2 seperate max files.

    Regions within individual models are set up like so.
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  3. #3
    a bit of the old in-out Roostervier's Avatar
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    Re: Model Permutations

    Don't forget to use this version of bluestreak.
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    I was like Um. Delta4907's Avatar
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    Re: Model Permutations

    Thanks this helps a lot. So I would create regions, in this case, one for each leg, arm, for the toso, and head, so 6 regions, with two permutations per region, one being non-damaged the other being damaged. The max files will contain just the geometry of said permuation and the bones for that permutation, or will the max file contain the geometry and all the bones for whole biped? Correct me if I am wrong.
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  5. #5
    Senior Member teh lag's Avatar
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    Re: Model Permutations

    You need every bone that the final model will have in each .jms. The geometry is contained in seperate files, but it needs all the bones.
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    I was like Um. Delta4907's Avatar
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    Re: Model Permutations

    Thanks teh lag and flyinrooster, I'm so glad someone finally explained it in-depth.
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  7. #7
    TCTF Cult ****** bobbysoon's Avatar
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    Re: Model Permutations

    I see the human flood has LOD. Perhaps something like "~damaged superhigh.JMS" does LOD for permutations
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  8. #8
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    Re: Model Permutations

    Quote Originally Posted by delta49 View Post
    Thanks this helps a lot. So I would create regions, in this case, one for each leg, arm, for the toso, and head, so 6 regions, with two permutations per region, one being non-damaged the other being damaged. The max files will contain just the geometry of said permuation and the bones for that permutation, or will the max file contain the geometry and all the bones for whole biped? Correct me if I am wrong.

    yes but from what i remember experience wise with regions. you can't have any more than... 8 differently named regions in collision. but the render model can have up to 15
    which is kinda stupid except it would be usefull for scenery changes that are at a great distance. like a sky model only part of scenery in the level.

    but models up to 15 or 16 reg's. and collision it was either 6 or 8 but it wasn't any more than 8. and if your collisions regions don't match somewhat like a frame structure youll get problems
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