3ds Max users help.
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Hey,
Thanks for that, although i’ve got a couple of problems, one is with the veystar model which simply doesn’t import into blender and says it has too many verticies/polys to import into milkshape. And the other model the carrier seems to be really messed up when imported into either programs. O and sorry about the other model, i put the wrong folder in the archive. Here it is on its own:
http://dl.dropbox.com/u/10666791/GX-45_Destructor.rar
So could you possibly try and export them again in .obj please.
Really appreciate this
Ozed -
I don’t think it matters wether it is 3DS or OBJ format, both of the models include too much verticies and Milkshape can’t read so much. You should delete unnescesary objects like turrets and other things that you want.
Resend the models after youre done. -
Nightstalker mentioned in the past that he had to break high poly models into pieces. I would imagine you should basically cut the model in half, import the two halves into milkshape and merge them together.
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What you do is import one part of the mesh, save it as a ms3d file. Create new file, import second part of mesh, then use the merge function to import the part you saved earlier. You can merge all manner of objects so long as you save them as .ms3d files.
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With the higher poly models, they can cause milkshape to crash anyway due to the amount of poly`s it is trying to deal with. Thats where multi part .cmp comes into it.
On a side note, I just had a quick look at the models you up`ed and noticed some of the textures are rectangular. FL only recognises SQUARE textures. Took me a while to find that out when my textures look rubbish in game but fine in max + milkshape. Just add a section of pure black(alpha) to the shortest side of the texture to make it up to a square.
Iceman
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Hey,
I realise that these models have far too many poly’s for milkshape to inport as a whole but I cannot break the models up because when i import them into blender they are really buggy, probably a bad importer. So can i get you to just re-export them in .obj so i can cut them up in blender and export them in parts for milkshape. Anyway, there is no rush.
Thanks,
Ozed -
You don’t need to add black alpha to the texture, just resize it to make it square in photoshop (if dds). To your eye’s it might look squashed, but in game it will look completely normal.
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oZed wrote:
Hey,I realise that these models have far too many poly’s for milkshape to inport as a whole but I cannot break the models up because when i import them into blender they are really buggy, probably a bad importer. So can i get you to just re-export them in .obj so i can cut them up in blender and export them in parts for milkshape. Anyway, there is no rush.
Thanks,
OzedI’m sorry, but I don’t have much time. It will be ready tomorrow maby. I may use it also.