Modeling
Moderator: TNM Team
Ah, yes 24_SpaceStation01 and 02 is the interior. If you go on MSN, I can either send you everything you need to open it, or strip all the crap you don't have out of it one piece at a time until you can open it. But it's kind of a bother to do that over the forums ![Wink ;)](./images/smilies/icon_wink.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Regarding having the shuttle land in the space station, it'd still be possible to have that happen even if the station is a mdl. Using a film cut, you can have the space station model, and then another set made of CSG representing a close-up of the landing bay (with flashy lights and the like). You have a 'long shot' of the shuttle approaching the station, and then you cut to the close-up set and show the shuttle landing.
-Gelo
-Gelo
But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.
-Sun Myung Moon
-Sun Myung Moon
Phas, if this is really bad, then don't do it. I can make it with CSG.
In any you should probably not begin right now, we're still not done with the map![Surprised :o](./images/smilies/icon_surprised.gif)
In any you should probably not begin right now, we're still not done with the map
![Surprised :o](./images/smilies/icon_surprised.gif)
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
![Image](http://www.tnm.offtopicproductions.com/phasimages/Floor1.jpg)
Here's the first floor, I know the map isn't finished yet but that shouldn't be too much of a problem because I've made it sectional, if all goes to plan I will animate it so sections get blown away and spin off out of shot.
Aslong as this is the only thing in the cutscene (model wise) I should be able to push the ammount of polys up by quite a bit.
Keeper of the pointy stick of injustice™.
@ Trestkon: That's true.
@ Phasmatis: Holy fucking shit. That's all.
@ Phasmatis: Holy fucking shit. That's all.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Trestkon
- Off Topic Productions
- Posts: 2820
- Joined: Sat Apr 24, 2004 9:03 pm
- Location: Canada
- Contact:
Okay, it would seem that I don't know how to set MaterialIDs...at all.
I created the model, applied the Unwrap UVW modifier, and then I'm trying to set the screen of this thing (Pong arcade game) to ID 2, but I have no idea how. I tried selecting the screen poly and changing the Map Channel to 2, and the rest of the model to 1, but that doesn't seem to be it. It insists that random parts of the model are ID 2 and 1, and I can't seem to change it
Help me, Master Phas!
I created the model, applied the Unwrap UVW modifier, and then I'm trying to set the screen of this thing (Pong arcade game) to ID 2, but I have no idea how. I tried selecting the screen poly and changing the Map Channel to 2, and the rest of the model to 1, but that doesn't seem to be it. It insists that random parts of the model are ID 2 and 1, and I can't seem to change it
![Confused :?](./images/smilies/icon_confused.gif)
Help me, Master Phas!
-Life does not snap to the x-axis
- Trestkon
- Off Topic Productions
- Posts: 2820
- Joined: Sat Apr 24, 2004 9:03 pm
- Location: Canada
- Contact:
Okay, Phas, I have more awesome question pour vous.
I managed to get everything mapped, although it's a bit sloppy. However, when I imported it into DX, half of the screen texture is smudged. It looked fine in Max and the model viewer Jonas was using...
![Image](http://tnm.offtopicproductions.com/teamftp/trestkon/Models/Pong01.jpg)
![Image](http://tnm.offtopicproductions.com/teamftp/trestkon/Models/Pong02.jpg)
As a related question: Is it possible to assign different texture sizes to the different MatIDs? As far as I could tell, I had to set them to the same size, which kind of sucked. Ideally, I wanted to have a 256*512 for the box and then a 256*256 for the screen. But whenever I change the size in the Max UVW editor dealy, it changes for both IDs.
At least I'm making *some* progress :p
I managed to get everything mapped, although it's a bit sloppy. However, when I imported it into DX, half of the screen texture is smudged. It looked fine in Max and the model viewer Jonas was using...
![Image](http://tnm.offtopicproductions.com/teamftp/trestkon/Models/Pong01.jpg)
![Image](http://tnm.offtopicproductions.com/teamftp/trestkon/Models/Pong02.jpg)
As a related question: Is it possible to assign different texture sizes to the different MatIDs? As far as I could tell, I had to set them to the same size, which kind of sucked. Ideally, I wanted to have a 256*512 for the box and then a 256*256 for the screen. But whenever I change the size in the Max UVW editor dealy, it changes for both IDs.
At least I'm making *some* progress :p
-Life does not snap to the x-axis
Ok, UVMap the model, make sure you only use Channel 1 as Deusex can't use more than 1 uv channel. Also make sure the uvmap is inside (away from the edges) the box or you will get stretching like you have on the screen there.
In the uvmap editor goto>options>preferences and uncheck the "tile bitmap" option, that will show just the checkered box where you can uvmap.
![Image](http://www.tnm.offtopicproductions.com/phasimages/tresteach2.jpg)
Now the model is all uvmapped you need to assign the material ids. Right click on the model in the view port then goto>convert to:>Convert to Editable mesh. Now on the right in the modifiers tab click on "Editable Mesh" you should now have a rollout (vertex, edge, face, polygon, element) click on polygon unless it's already highlighted. Now scroll down until you find the surface properties section.
![Image](http://www.tnm.offtopicproductions.com/phasimages/tresteach.jpg)
Now select the polys for material ID1 and change the number in "set ID" to 1 now do that for the rest of the material IDs.
In the uvmap editor goto>options>preferences and uncheck the "tile bitmap" option, that will show just the checkered box where you can uvmap.
![Image](http://www.tnm.offtopicproductions.com/phasimages/tresteach2.jpg)
Now the model is all uvmapped you need to assign the material ids. Right click on the model in the view port then goto>convert to:>Convert to Editable mesh. Now on the right in the modifiers tab click on "Editable Mesh" you should now have a rollout (vertex, edge, face, polygon, element) click on polygon unless it's already highlighted. Now scroll down until you find the surface properties section.
![Image](http://www.tnm.offtopicproductions.com/phasimages/tresteach.jpg)
Now select the polys for material ID1 and change the number in "set ID" to 1 now do that for the rest of the material IDs.
Keeper of the pointy stick of injustice™.