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remodelling...
Posted: Wed Jul 23, 2008 12:54 pm
by Smapla
so i'm using gmax, and plugins to import .obj model files extracted via HMT. the weird thing is, all these models (scenery) seem to be inside out... the faces all face inwards. should i just flip to make it easier to edit, and then flip back before finishing?
Posted: Wed Jul 23, 2008 12:56 pm
by DeadHamster
Get Misfit Modeler, Oooodles of times easier to use, for remodels.
Posted: Thu Jul 24, 2008 7:49 pm
by Smapla
okay, shift of question focus...
i'm trying to remodel... the fallen tree trunk, known infamously as the log. log mods look horrible, but i do want to create platforms, so i'm trying to remodel the log and replace its bitmap with a metal one to make it look... less disgusting.
first let me say, the log model is really weird. it's made of like five seperate parts, and tons of vertices have the exact same coordinates. it's ridiculous. the first time, i manage to turn it into a sort of rectangular thing (same width and length of the log, collision geometry will match up, and underside is not a problem, so i made it skinnier) however it looks weird as hell in game. it was mostly see-through with patches of the metal texture showing. so i tried to do it again, however now all the remodels of the log i do cause an error in HMT when i try to inject it.
also, i have good plans for this remodelled log. not one of those horrid skybases or whatever.
Posted: Thu Jul 24, 2008 8:05 pm
by guysullavin
invert the model of the log, it should be called that if i recall, well, its that way in Wings 3D, basically what its doing is turning the model in-side-out so you'll notice that the see-throguh sides are basically one-way mirrors... minus the mirror and add side. so invert those messed up see-through sides, and it should be fine
Posted: Thu Jul 24, 2008 8:16 pm
by Smapla
guysullavin wrote:invert the model of the log, it should be called that if i recall, well, its that way in Wings 3D, basically what its doing is turning the model in-side-out so you'll notice that the see-throguh sides are basically one-way mirrors... minus the mirror and add side. so invert those messed up see-through sides, and it should be fine
i have inverted all the sides, atleast i did make sure i did on these latest models, but now the error which is popping up is not one of the pop up messages alerting you there is a problem with the vertices or anything like that. it's a crashed program alert
Posted: Fri Jul 25, 2008 8:25 am
by DeadHamster
Ummm, wow. I've never seen that before except under circumstances where during a PMI I forgot to decrap something.
You didn't PMI it into a new map, and forget to decrap did you? If not I'm not sure what's up
Posted: Fri Jul 25, 2008 9:55 am
by Smapla
i imported it into gmax, moved vertices around, and i think the first time around forgot to invert the sides. then i did the whole thing over again, followed the same procedure when exporting it into a .obj file, and now it's doing that. perhaps it's a problem with my obj file?
edit:
also, i'm curious about the purpose of the lower detail models, the flamethrower for example. there are like four or five models, with varying detail. are these all for displaying the weapon at different distances or hardware detail settings? so if you were to remodel the flame thrower, you should remodel all of the models, or it'll suddenly revert to looking like normal at a certain distance?
Posted: Fri Jul 25, 2008 10:39 am
by Altimit01
It's built in to the game to have different LoDs and if you have the mod2 plugin you can edit at what distance a certain LoD ends and the next begins. The standard method is once you edit a model, to change all of the LoD cutoff distances so only your model is ever visible.