Page 1 of 2
Banshee model idea:
Posted: Thu Feb 05, 2004 7:32 pm
by Randyman
the only problem is I can't import it into the Halo Map file via HMT3.
It says something about a script error.
HELP!
Posted: Thu Feb 05, 2004 8:28 pm
by Beastman
well what program do u use? oh and maya unlimited im pretty sure is 7000
Posted: Fri Feb 06, 2004 5:56 am
by Randyman
a) I use 3ds max for the modeling. I have the plugins.
b) I used HMT3 for the modding.
Posted: Fri Feb 06, 2004 12:08 pm
by halofan141
Sure you only moved the verticies of the existing banshee model? Sorry but that one looks like a from scratch model, and btw it is sweet.
Posted: Fri Feb 06, 2004 9:16 pm
by Beastman
have u ever imported somethign u modeled from max back into halo with no problems?
Posted: Fri Feb 06, 2004 9:18 pm
by Beastman
Posted: Sun Feb 08, 2004 4:22 pm
by Randyman
yeah, it's got the exact same number of verticies.
the only reason it looks so different wasn because I spent like an entire day working on it.
the skin is actually that of an apple.
and this is my very first modeling job.
and as far as the sig goes...
there, I fixed it!
Posted: Sun Feb 08, 2004 6:01 pm
by Veegie
dude
you just d/led it
i actually got maya legally
it was a gift from graduting from the NYFA!
Posted: Sun Feb 08, 2004 10:13 pm
by spider
Yeah Maya is alot of money for a program, but you get what you pay for. I have imported object into Maya5, I have the plugin for Obj files. But when I export them and try to import it into a model it does not work. Does anyone know how to check the vertices and indices of an model in maya5.
Spider
Posted: Mon Feb 09, 2004 6:27 am
by Beastman
it wont tell u what hmt sees them as though is the problem, im at school so cant check exactly where ill do it later, vetigo if hes on could tell u if he sees this post before i get home
Posted: Mon Feb 09, 2004 6:34 pm
by Randyman
the number of verticies is the same. I verified that in 3ds max. However, I was hoping that 3ds max could tell me the indices, partially because Halo was made in 3ds max.
the number of indices is still unknown, btw.
Posted: Mon Feb 09, 2004 9:00 pm
by Beastman
no, max gives verticies and face count
Posted: Tue Feb 10, 2004 7:34 am
by Randyman
actually, I'm kinda embarrased about this, but what are indices?

Posted: Tue Feb 10, 2004 9:38 am
by Beastman
They are reference points, i know they sound like verticies but i believe they are similar but instead of displaying all of the verticies, indicies are points connecting faces that are attched to eachother and are parrallel, so like lets say a plane has 4 polys, like the edges are cut down the middle making 9 verticies: the 4 corners, the midle intersect point, and teh four points on the edges, but indices are the 4 cornerss only so the plane has 4 indices, i could be totally wrong about this but thats what i believe they are.
Posted: Tue Feb 10, 2004 12:41 pm
by v-virus
beastman asked have you imported anything into hmt3 yet from 3ds?
thats my question too?
cuz i havent?
Posted: Tue Feb 10, 2004 1:10 pm
by halomaker
i know what happinz it happend to me just go inport the .obj to milk shape then export the .obj i dona know but it makez all the modelz work after
well i do it wiht Maya 5
Posted: Tue Feb 10, 2004 2:41 pm
by Randyman
can you...
repeat that in english please?
at lease with proper grammar, because I have no clue as to what you're saying.
Posted: Tue Feb 10, 2004 2:51 pm
by halomaker
lol ... Sorry , Well Anyway , Get a .ojb file that you have saved but will not load in hmt Becuz it will give an error( it will give this error if you use programz like maya 5 or other). import the .obj file in MilkShape and then export it.
and it will work after that... i have no idea wtf uploading into milk shape dose but hey it workz right..
Posted: Tue Feb 10, 2004 3:03 pm
by Randyman
alright, I'll try it.
thanks.
Posted: Tue Feb 10, 2004 3:50 pm
by Randyman
uh huh...