Props to the man who conceives and answer to this quandry

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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DD Godhand





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Joined: Thu May 06, 2004 10:17 am

Props to the man who conceives and answer to this quandry

Post by DD Godhand »

Well Godhand the noob is back again .. and this time with questions in spades ... mhahahaha.

Luckily for you i am the inventive noob who back in the day used to Hexedit warcraft 2, so all my questions are actually good ones that start dialouge on modding in general , and therefore help everyone. Message for all you other noobs who complain .. learn to fucking read! i'm doing more modding in the past 2 weeks because i read a few forums and figured out a few very complex programs. It takes time.

Ok Question # 1. I am at a point in my level where i know how to make bases and have done so. I am now applying materials to the base using the material editor. However in aplying the textures to it, i am having difficulty getting a specific texture to apply to a specific polygon. For some reason it either A. applys it to the whole element, or B. applys to some polygons but not all. Either way it has me fairly confused. I now have a base, with a Danger Canyon icon spread around it in a very random way, and before i design my texures i want to know how they fit. I have set every polygon to use Matereal ID 1, which is the one that have used for the roof, and i have dragged the material over to it about a dozen times. When i change the tile setting,it does change the color of the element, flickering back and forth from a dark to light gray. Do i need to mess with angles or displacement to get it to line up? I'm obviously doing somthing wrong. Props to the man who figures out my noobness.

B. For sealed gemotry rules i noticed no refrence to an object that runs into another object, so that polygons overlap. However i noticed that kirks tutorial (which i saw afer i built my base) he avoids that. Is there a reason for this, and is there a tool in 3dsmax6 that i can use to clip of the ends of offending polygons so they macth, without disturbing the level.

Before you decide to flame me i would have you know that this is only the second question i have asked on any forum, and they are very reasonable questions, and i am drunk and therefore cannot be held accoutable for my actions.

I saw mono01d3 in a halo game today to. Is that the monoxide who made HMT , or some imposter , cause this guy sucked balls. i killed him like 15 times on sidewinder, with the assult rifle. It was sad. man thats a long post.
rec0





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Post by rec0 »

You have to use multi-sub object materials, this allows you to apply one material to an object, but apply sub-object IDs to any face/faces you want allowing potentially each face to have a different texture. You are shown how to do this in the HEK_Tutorial.

the sealed world rules does require no 2 objects or faces/vertices etc. to be intersecting. To get round this you can Weld the vertices of the 2 boxes at the point they interesct, there isn't a tool in 3ds max that will do this automatically, that i know of.
dilinator





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Post by dilinator »

it isnt monoxide he usually is called =ep=Mono

also for the sealed world rules, yes objects cant intersects, youll get an error while trying to compile the scenario file
DD Godhand





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Joined: Thu May 06, 2004 10:17 am

Post by DD Godhand »

You have to use multi-sub object materials, this allows you to apply one material to an object, but apply sub-object IDs to any face/faces you want allowing potentially each face to have a different texture. You are shown how to do this in the HEK_Tutorial.
That is what i'm doing. What i am saying is that the faces are not showing completely in the veiwport. Example. I apply a texture to the entire object, so i set the material ID to one for every face. Then i open the material editor, and under multi-sub object i map out the texture, using bitmaps, ambiant color, whatever. IT does not show the texture when applied, but it will show the color if i change the color of each face. And some faces do show a texture, but some do not. I.E. somthing is broke or im stupid. i'm probably stupid. I'll post a picture when i get home. Its pretty weird and creepy. The color flickers when i change the angle too, i was messing with this for like 6 hours so i'm missing some vital step or somthing. I'm pretty sure the texture is 'applied' but for some reason i can't see it in max.
Katarn





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Post by Katarn »

if its applied then you did it right, in the material editor, on the toolbar click the show in viewport button (one with cube) or u can render it and you will se the texture
DD Godhand





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Post by DD Godhand »

Viewport is on ... but i might have to render it. Ok i'll try that. thanks.
CSW_Jakkle





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Post by CSW_Jakkle »

GodHand i think i know the answer. Overlapping or doublefaces are your problem. Say, you have two triangles forming a rectangle. Then you have two in the exact same spot. The first two are red, the second two blue. It would appear to be "flickering back and forth from a dark to light gray". that means the first two would be default, and the second two would be dark gray. delete one or the other and try again.
DD Godhand





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Post by DD Godhand »

It doesn't flicker when i change the angle in the veiwport .. i mean when i change the angle on the UVW Map. Just weird thats all. I think i got it figured out though ... uvw mapping is probably the hardest part about making a level.

Thanks all.
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