Тexturing techniques (3ds Max, MilkShape, etc…)
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About trims: have we any rights to trim textures? How Microsoft think about it?
Btw is the Kusari glass in 3ds Max tutorial trimmed or not?
May we do the same way by GMax?
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That is an excellent tutorial. I’ve gotten pretty good at UV mapping in 3DS, but I had to learn a lot of what he describes the hard way. If anyone has even a passing interest in how to UV map an object, this is a must read. The concepts also apply to all modeling programs. He doesn’t really do much that is specific to 3DS.
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HeIIoween wrote:
About trims: have we any rights to trim textures? How Microsoft think about it?Btw is the Kusari glass in 3ds Max tutorial trimmed or not?
May we do the same way by GMax?
im not quite sure what you mean about the glass texture…
the windows i used is part of a texture called something like “ku_wnds” or sumit like that in the KUSARI folder (check the mediafire link in the first post i made, you’ll find all the vanilla textures + a few others extracted as .dds and tga, in correct folders etc)., i just mapped it like so.
and yeah, i think gmax is kinda like 3ds, so this tut might work for that as well (with slight variants ofc)
and thanks, why, glad is proving to be useful. again, i can just repost that tutorial here if need be, no problems in doing that.
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Many thanks for that, coldwotsits!! D)
Yes, an excellent tutotial, much appreciated.
There is so much in 3ds max, even particles, and it makes me wonder if that function was used to generate the effects for FL? Have you any experience in 3ds max particles, can you see any link?
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Found in Milkshape selection editor and tile texture mapper, produced almost as the tutorial on 3ds max.
By the way how to reduce the number of polygons? Here’s a direct question
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In Milkshape it’s the Tools… DirectX Mesh Tools.
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Ive recently added onto the tutorial a method to prepare the mesh in 3ds max for sur splicing, and how to export the cmp, for those who would like to know.
@ startrader: there are loads of different ways to reduce the poly count mate. for example, when in “editable poly” mode, yo could perhaps go into “edge mode”, select all the unnecessary edges in a face, and hit the “remove” key, then go into “vertex mode”, and find all the random, unconnected vertices, select em all, and hit delete/remove. this is one of the ways to reduce polycount as well, amongst others.
i ideally prefer to use 1 mesh to build an entire model instead of multiple mesh groups, but wherever i need to, i do use multiple mesh groups as well.
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Hey guys, stop giving bad advice that contradicts common sense or makes life more difficult for putting models into the game.
We have to use multiple groups:
a) in order to have the model break up when it is destroyed, instead of sillily (is that a proper English word? - daftly is! ) disappearing in a tiny flash, and
b) in order to have enough groups for the sur parts so we can avoid the dumb-ass way of adding dummy boxes or spheres with stupid names.
I’m grumpy today.
Grrrr….!
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you can either split it up as i explained, or you could do the dummy spheres with the unique names, that doesnt matter. the way sur splicing works (at least from what i understand) is that you need to have the same number of groups in the cmps as the primitives you use to make the sur, in order for it to work.
you probably need to make groups to have parts blow off as well, but since im not sure how that bit works, i cant really comment on that.