
Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Aug 23, 2008 11:38 AM
Msg. 1 of 7
If you know what I'm talking about and you know the answer, please respond! Heck, respond even if you don't!
OK. I have Firescyths BSP tag converter v2.5 and it's great. But i want to be able to import it into max with a materials editor that has all the materials which are applied to the right things. Right now i can import it and everything is separated by materials, which i like, and everything is named after the material that it's applied to it (seperate by material), but although it's using the material library created, the material editor is empty, so if i were to re-export it or parts of it, it wouldn't work. (unless you can name objects after their materials and that works too, but I've never heard of this). I could recreate a multi sub objects with all the textures named correctly and with the right bitmaps and everything, but i really don't want to if there's an easier way. Is there a way to get a bsp in max with the right materials and names in the material editor and applied correctly to the map with this or any other bsp conversion tool?
Also, how do i make max highlight selected things in red again?
And are there any tutorials on Portals ANYWHERE other then the HEK tutorial?
Thank you!
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 23, 2008 11:51 AM
Msg. 2 of 7
u have to re apply the materials to it
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Aug 23, 2008 01:27 PM
Msg. 3 of 7
Yes, but how? How do i get the material library it created in the material editor? I want it so that if i were to exort it to a bs again, it would work. I'm doing this so I can isolate ieces of s levels as geometry with textures so I can use them in mas. Some things I may make into scenery.
Also, anyone know how to make haloflycam not crash halo, and what does "Garbage collection critical" mean in sapien. And can you make multiple scenery at once with tool? Can't hurt to ask. Edited by Vick Jr on Aug 23, 2008 at 02:31 PM
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Aug 24, 2008 04:10 AM
Msg. 4 of 7
Wow, questions questions. I can answer a few. Texturing the BSP, isn't there a MAXscript that comes along with the Converter? I had bloodgulch perfectly done...and as a warning, the sky isn't made, so you'll have open edges. You have to recreate a surface with a sky texture. Quote: --- Original message by: Vick Jr Also, how do i make max highlight selected things in red again?
Press F2, though it's laggier. Also, press F4 to show edges as white. Quote: --- Original message by: Vick Jr Also, anyone know how to make haloflycam not crash halo can't, you've updated to 1.08 I presume. There's a command cam...but you'll have to find that out for yourself =D Quote: --- Original message by: Vick Jr And can you make multiple scenery at once with tool?
Why would you want to do that? And it's basically the model and collision you are making in tool, not the scenery. That's in guerilla Hope this helps! =)
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Aug 24, 2008 09:09 AM
Msg. 5 of 7
Thank you Mythril!
I can use the maxscript that came with it, and it textures everything correctly (well, most things). But the materials used don't show up in the material editor. The only way I know of to get them there is to use "pick material from object" tool everywhere, then fix all the materials to not include "obj" at the front. I was wondering if there is an easier way. Basically, I just want all the materials in the material editor, named correctly, and applied correctly to the right things so that if I were to export it, they would work. I can do it one at a time, but I was hoping there would be a way to say, get a material library into the material editor.
As for the scenery, I was hoping to create a bunch of different scenery from a bunch of different jms files at once instead of one at a time, but i can do it one at a time. While I'm at it, some of my scenery will have no collision at all. Will it still need a "physics" folder?
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Mythril
- Screenshot Guru -
Joined: Mar 29, 2008
Jeffrey Albert Waldo
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Posted: Aug 25, 2008 03:21 AM
Msg. 6 of 7
No, it won't =D
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Aug 25, 2008 01:42 PM
Msg. 7 of 7
Great. that's good. it didn't think it would need any physics or collision geometry.
OK. I think I may have found the problem. I think all materials in scenery need to be multi sub objects. Not standard. But now that makes it even more complicated in my situation. I need a way to get all the materials used on the level into multi sub materials. And then for some reason every part of the map is really weird. it has lots of problems in tool even when i close all the open edges. Everything has to be welded together, and sometimes that doesn't work. For some reason, the materials got applied to both sides of the faces (2 sides faces), which i think was the result of duplicate faces that were somehow created on the originals with opposite normals. There are edges and verts inside each other and all kinds of weird stuff.
Now one more question (in addition to those above), when is it appropriate to check the "not used for ai path finding" check box? I would have thought that it would be used for all scenery that wont block a bath (plants with no collision, certain effects, small objects), but I haven't found checked on anything. Does that mean the AI are regognizing it and deturmining that they can move over it, or not move over it, and in that case, isn't it waisting cpu. Shouldn't this only be unchecked for stuff like boxes that they need to pay attention to to not walk into?
Again, thanks to all who reply!
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