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Renegade Tutorial.gmax Problems - Pics included [message #-998832] |
Fri, 26 April 2002 16:42 |
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quote: Originally posted by Francois: 1- about ramp, make your own ramp 2- oblisk texture: just adjust it with uwv modifier... 3- barrack barbed wire: normal 4- Footblocks have a messed up UVW map.... i suppose its westwood fault just mess up with uvw map stuff
1- I suppose I could do that, but it wouldn't be the same...WW style 2- How do I match it? I don't want to waste the time trying to find the perfect UVW map (If you have it, can you let me know) 3- I know that the wires are clear eventually, but they are stuck together and if you change them, you have to manipulate the sizes, etc... I just wanted the same barracks as what they got. 4- Not a big deal, I don't even really care about the footblocks, but same as 2,3...
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Renegade Tutorial.gmax Problems - Pics included [message #-998831] |
Sat, 27 April 2002 05:05 |
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Yeah, you will notice that the footblock in front or the AGT is not level with the groubd as well (floating). I usually just remove all that stuff (footblocks and barb wire). For the most part, I am just using that map template to practice making maps (terrain, texturing, alpha blending, etc.), but we will all have to wait until WW releases the levels (without the bugs, and with the missing details of how to do certain things), before we can get the results we are looking for.
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Renegade Tutorial.gmax Problems - Pics included [message #-998830] |
Sat, 27 April 2002 05:13 |
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quote: Originally posted by xRUSSx: Yeah, you will notice that the footblock in front or the AGT is not level with the groubd as well (floating). I usually just remove all that stuff (footblocks and barb wire). For the most part, I am just using that map template to practice making maps (terrain, texturing, alpha blending, etc.), but we will all have to wait until WW releases the levels (without the bugs, and with the missing details of how to do certain things), before we can get the results we are looking for.
Oh, they are releasing the .gmax files? I thought it was only going to be .w3d *crosses fingers* Have you gotten alpha blending to work?
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Renegade Tutorial.gmax Problems - Pics included [message #-998829] |
Sat, 27 April 2002 05:21 |
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I thought that is what they were gonna do (I really hope so). As for Alpha Blending, yes I did get it working, what part are you having trouble with (a couple things I noticed: Sometimes you have to alternate between the vertcol and shading button before you are able to paint the vertices, in RenX, you will not see result of the alpha blending, only the shading of the vertices... make sure you have Projectile, Collision, Camera, and VAlpha checked off on W3D Tools). Quickest way to see reult is to use W3D Viewer, rather than loading into the level editor (make sure you have your texture paths setup correctly in W3D Viewer, or you will not see any textures).
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Renegade Tutorial.gmax Problems - Pics included [message #-998828] |
Sat, 27 April 2002 05:31 |
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Here is a quick pic of the end result. Here is used WetDirt Texture as Pass1 and Snow as Pass2 (Alpha Blended). Strated with 100 Opacity in middle and worked my way out lowering the Opacity as I went. Again, it was just done quickly, but you can see that it is alpha blended. Image Here [ April 27, 2002: Message edited by: xRUSSx ]
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Renegade Tutorial.gmax Problems - Pics included [message #-998823] |
Sat, 27 April 2002 08:22 |
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It wouldn't show you anything, it would be just like the last pic in the tutorial. I followed the tutorial to do it, but if you really want the gmax file you can have it. It is just one plane with the textures applied. One thing to note though is, the more polygons on the face of the mesh, the more control you have over painting different parts of the vertices of the mesh. The plane i used was 100 x 100, with 20 Height Segs and 20 Width Segs. That is how you can change the opacity incrementally. Of course that was just for testing, you would have to find the right combination of number of polygons, detail, etc, when doing a whole level (but you prob wouldn't need to alpha blend all the textures in the level either). Haven't tried applying an optimize filter (to lower polygons) to it as of yet. It Would be interesting to see if it turned out the same, when reducing the polygons, after painting the vertices, etc.
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Renegade Tutorial.gmax Problems - Pics included [message #-998820] |
Sat, 27 April 2002 08:42 |
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lol, I added OPtimize modifer to it to reduce polygons, just to see what it would do to the textures, and alpha blending. It reduced it to 1 polygon, and did not retain any of the vertice painting (didn't think it would, as there are no longer any vertices, but thought I would see, for the **** of it).
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Renegade Tutorial.gmax Problems - Pics included [message #-998815] |
Sat, 27 April 2002 09:10 |
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Hmm... same version... You are using RenX, and not Gmax, right? When you loaded the .gmax file, and selected the mesh, could you still see the different modifers? (UVW and Vertex Paint) Under W3D Tools, was VAlpha still checked off... Are you missing the Snow Texture? I am using the mp-hourglass folder for textures, and not the map template folder, as there are more textures in it. Make sure you have both textures in the path that is setup for RenX and the W3D Viewer.
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Renegade Tutorial.gmax Problems - Pics included [message #-998812] |
Sat, 27 April 2002 09:26 |
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You can use the resource collector in RenX (on utilites tab) to collect all textures used and place in same folder, or you can do as I did, and setup one folder (again I used the hourglass map folder included with the tools) as your main texture folder in w3d viewer. FILE > TEXTURE PATH
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