Wrapping a .dds around an .obj in 3ds max 7

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ShadowSpy





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Wrapping a .dds around an .obj in 3ds max 7

Post by ShadowSpy »

Is there a way to wrap the dds on a obj in 3ds max 7? I know how to get, lets say, the pistol model in 3ds max 7. I also know how to extract the pistol dds, but the dds has the background that is not used but still is there. Then, suppose i want to put a perfect bitmap on it how would I do it. Is it possible? DO you use uvw mapping? If so please tell me how or give me some other instructions if there is another way.
Thanks in advance.
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Tural




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Re: Wrapping a .dds around an .obj in 3ds max 7

Post by Tural »

ShadowSpy wrote:Is there a way to wrap the dds on a obj in 3ds max 7? I know how to get, lets say, the pistol model in 3ds max 7. I also know how to extract the pistol dds, but the dds has the background that is not used but still is there. Then, suppose i want to put a perfect bitmap on it how would I do it. Is it possible? DO you use uvw mapping? If so please tell me how or give me some other instructions if there is another way.
Thanks in advance.
When models are extracted, they preserve uvw coords, just put the material with the dds on the model, it will be correct, unless you're doing something wrong. The background should not have any kind of effect when you apply the material.
SuperSunnyIsSoDelight





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Post by SuperSunnyIsSoDelight »

When Models are extracted from HMT, they won't hold the UV data. It loses them.

Use Steelix's GBXModel Converter, but you will have to have the HEK tags for that to work. It stores the UV data.
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Tural




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Post by Tural »

SuperSunnyIsSoDelight wrote:When Models are extracted from HMT, they won't hold the UV data. It loses them.

Use Steelix's GBXModel Converter, but you will have to have the HEK tags for that to work. It stores the UV data.
Grrr. This is why people need to specify what game they're talking about >_<
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Post by Geo »

mm, life would be lot easier if people actually put a prefix like, [Halo] or [Halo 2]!

Or there should be a halo2mods.com!
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ShadowSpy





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Post by ShadowSpy »

Oh sorry, its halo pc i'm talking about, and I tryed Tural's way but it doesn't work. Heres my steps...

1. Extract Banshee model with zero triangle thing.
2. Extract Banhsee .dds bitmap.
3. Import Banshee model in 3ds max 7.
4. Open material editor, click the box next to diffuse, select bitmap, select banhsee .dds.
5. Apply material to banshee.
6. Use unwrap uvw modifier. ( I aslo tried using UVW map modifier and then this one)
7. Render and it doesn't work.

What am I doing wrong?
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Tural




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Post by Tural »

ShadowSpy wrote:Oh sorry, its halo pc i'm talking about, and I tryed Tural's way but it doesn't work. Heres my steps...

1. Extract Banshee model with zero triangle thing.
2. Extract Banhsee .dds bitmap.
3. Import Banshee model in 3ds max 7.
4. Open material editor, click the box next to diffuse, select bitmap, select banhsee .dds.
5. Apply material to banshee.
6. Use unwrap uvw modifier. ( I aslo tried using UVW map modifier and then this one)
7. Render and it doesn't work.

What am I doing wrong?
My way is for Halo 2... Next time specify.

We really need a prefix rule for this board, otherwise nobody has any clue whats going on.
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