Ok guys I'm kinda new to modding. I wanted to edit the pistol and i have 3ds max 09 so i edit it but after i save it as a OBJ i get a error with halo map tools telling me this.
Error: Can't Inject, Indice problem
Maximum Indices allowed for this model: 2543
Your Model Has: 3608
I use milkshape and it works fine but milkshape is to hard for me to use and 3ds max 09 is easy so it there a way to fix the issue. Maybe a plugin or a exporting optition that will work.
Programs.
3DS Max 2009
Halo Map Tool 3.5
Halo 1.08 Normal Halo.
The problem is that you didn't remodel the file. HMT only supports injection of models that have the exact same number of faces and verts as the original. The reason is because all of that data is stored in the mapfile in a position where if it had to get bigger because your model had more data, all the other data would have to be shifted. Since halo uses a kind of static addressing for access data, all of those addresses would have to be updated and that becomes a major headache. Long story short: HMTv3.5 can only remodel (move around verts), not make new models.
yea, well, it turns out that autodesk has some sort of importing issue that makes it completely impossibly to export objects, you notice where it asks that y or n question in hmt? well to export for maya to see it you have to click no, which is probably part of the issue.
Not Removing until Prototype comes out. Started 1/7/2009 obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG! waev: caps lock might
guysullavin wrote:yea, well, it turns out that autodesk has some sort of importing issue that makes it completely impossibly to export objects, you notice where it asks that y or n question in hmt? well to export for maya to see it you have to click no, which is probably part of the issue.
Yes the issue is totally Autodesk, an actual company's program, and not just HMT, the work of a halo fan.
well, the fact that many programs can import these .obj files and autodesk has weird problems doing so i think that might contribute to the investigation.
Dont get me wrong, i love autodesk, but its just weird with halo
Not Removing until Prototype comes out. Started 1/7/2009 obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG! waev: caps lock might
I heard somewhere that Maya is heavy on the NURBS stuff so maybe when you import it converts it to it's more native format. And either when you export as obj it either exports it as NURBS obj (which I think the format does actually support) or converts back into polys which might cause it to have a few more faces or similar. Have a look at the original obj from HMT and one that's been imported/exported from maya in a text editor. obj is human readable and shouldn't be impossible to compare.
a .obj is just a list of coordinates (verts) with "links" showing lines to each other verts, its completely easy to compare, but its just time consuming, plus i have have all this other shit going on.
Not Removing until Prototype comes out. Started 1/7/2009 obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG! waev: caps lock might
# 3.0 Bezier patch
v -5.000000 -5.000000 0.000000
v -5.000000 -1.666667 0.000000
v -5.000000 1.666667 0.000000
v -5.000000 5.000000 0.000000
v -1.666667 -5.000000 0.000000
v -1.666667 -1.666667 0.000000
v -1.666667 1.666667 0.000000
v -1.666667 5.000000 0.000000
v 1.666667 -5.000000 0.000000
v 1.666667 -1.666667 0.000000
v 1.666667 1.666667 0.000000
v 1.666667 5.000000 0.000000
v 5.000000 -5.000000 0.000000
v 5.000000 -1.666667 0.000000
v 5.000000 1.666667 0.000000
v 5.000000 5.000000 0.000000
# 16 vertices
cstype bezier
deg 3 3
# Example of line continuation
surf 0.000000 1.000000 0.000000 1.000000 13 14 \
15 16 9 10 11 12 5 6 7 8 1 2 3 4
parm u 0.000000 1.000000
parm v 0.000000 1.000000
end
# 1 element
# 3.0 Cardinal curve
v 0.940000 1.340000 0.000000
v -0.670000 0.820000 0.000000
v -0.770000 -0.940000 0.000000
v 1.030000 -1.350000 0.000000
v 3.070000 -1.310000 0.000000
# 6 vertices
cstype cardinal
deg 3
curv 0.000000 3.000000 1 2 3 4 5 6
parm u 0.000000 1.000000 2.000000 3.000000 end
# 1 element
More than likely it exports as all polys but because it converted from a NURBS based editor it recreated them so it's vert,ind count might be different.
actually i don't think 3D models have curves, they just have a lot of verts/faces inbetween to make it look smooth but its actually not curved at all
Not Removing until Prototype comes out. Started 1/7/2009 obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG! waev: caps lock might
I assume you're talking about the models for halo which are all polygon based. Triangles only actually. But 3D models in general can be modeled in many different ways. NURBS is just one example of a non-polygon based modeling system.
yes i was referring to halo-based models, good call
Not Removing until Prototype comes out. Started 1/7/2009 obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG! waev: caps lock might