|
Re: Renegade Buildings in 3DS Max? [message #227461 is a reply to message #226359] |
Fri, 20 October 2006 12:47 |
|
Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
|
Colonel |
|
|
Yes, I actually done this for C&C_Arid
-I exported the buildings file to w3d
-imported the w3d to 3dsmax
-then looked at the materials in renx and recreated them in 3ds
I also messed around with smooth groups finding out how best to use them to help the models react to light in the best way the result is actually better than the ww gmax version.
I only got one material wrong and that was the obelisk tubes on the side (which all I think I had to do was check the valpha box)
Would you like this max file?
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
|
|
|
Re: Renegade Buildings in 3DS Max? [message #227469 is a reply to message #227461] |
Fri, 20 October 2006 14:37 |
totalhavok
Messages: 17 Registered: October 2006 Location: NY
Karma: 0
|
Recruit |
|
|
Halo38 wrote on Fri, 20 October 2006 15:47 |
Yes, I actually done this for C&C_Arid
-I exported the buildings file to w3d
-imported the w3d to 3dsmax
-then looked at the materials in renx and recreated them in 3ds
I also messed around with smooth groups finding out how best to use them to help the models react to light in the best way the result is actually better than the ww gmax version.
I only got one material wrong and that was the obelisk tubes on the side (which all I think I had to do was check the valpha box)
Would you like this max file?
|
Ok did you try using the Cap Holes modifier in 3ds max?? Does it work better, then it does in RenX? RenX's Cap Holes modifier gives me problems with the way textures look, BUT it REALLY helps reduce the poly count!!!! I'd like to be able to use this modifier without messing up the appearance of my textures!
[Updated on: Fri, 20 October 2006 14:39] Report message to a moderator
|
|
|
Re: Renegade Buildings in 3DS Max? [message #227522 is a reply to message #227469] |
Sat, 21 October 2006 07:31 |
|
Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
|
Colonel |
|
|
totalhavok wrote on Fri, 20 October 2006 17:37 |
Halo38 wrote on Fri, 20 October 2006 15:47 |
Yes, I actually done this for C&C_Arid
-I exported the buildings file to w3d
-imported the w3d to 3dsmax
-then looked at the materials in renx and recreated them in 3ds
I also messed around with smooth groups finding out how best to use them to help the models react to light in the best way the result is actually better than the ww gmax version.
I only got one material wrong and that was the obelisk tubes on the side (which all I think I had to do was check the valpha box)
Would you like this max file?
|
Ok did you try using the Cap Holes modifier in 3ds max?? Does it work better, then it does in RenX? RenX's Cap Holes modifier gives me problems with the way textures look, BUT it REALLY helps reduce the poly count!!!! I'd like to be able to use this modifier without messing up the appearance of my textures!
|
Cap holes is a modifier that caps the holes in a mesh which adds polygons I don't see how you have used this to reduce the poly count EDIT: (you may reduce the polgon count but not the triangle count)
cap holes will most likely work the same in gmax as renx even if you use cap holes you will still need to apply another UVW map or Unwrap modifier to map the newly created unmapped polgons
When I metioned that I messed around with the smooth groups on the buildings I ment that I changed them from the smooth groups found on the buildings in the ww gmax buildings file so light now reacts better to them, the smooth grouping meathod is exactly the same as in gmax.
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
[Updated on: Sat, 21 October 2006 07:32] Report message to a moderator
|
|
|
|
|
|
|
Re: Renegade Buildings in 3DS Max? [message #229520 is a reply to message #226359] |
Tue, 07 November 2006 12:36 |
|
Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
|
Colonel |
|
|
Sorry this has taken so long been very busy
I'm not sure if any of you will be able to open this max file though, I have had problems with this for ages and very few people can seem to open any max files i send them. But your all welcome to try, if I ever upgrade to max8/9 i'll trying uploading it again.
I also converted neosaber's exploding tiberium silos, but i don't see the harm of including them in this file you'll still need the w3d animations he made from the download to get them to fully work I have just converted the renx model that will pull in the animations - thumbs up to neosaber for them
download max file here --> http://www.chettle1.com/preview/ren_buildings_max.zip
*note - the AGT is facing the correct way in this file & the layout is the one used in arid feel free to move the buildings around.
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
[Updated on: Tue, 07 November 2006 12:41] Report message to a moderator
|
|
|
|
|
|
|
|
|