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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Pelican Texture location

Author Topic: Pelican Texture location (10 messages, Page 1 of 1)
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lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: Aug 29, 2008 02:13 PM    Msg. 1 of 10       
Im sure all of you have imported the pelican into gmax or 3DS with the ghosts model importer, but how to get the textures over it? Ive gotten the bitmaps and extracted them and assigned the material name "hull" with the texture. It looks fine... untill you look in the cargo bay. Its all messed up. But when you apply the cargo bay texture, the cargo bay is fine, but the rest of the peli is messed up. Is their anyway to assign more then one texture to one material?


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 29, 2008 02:34 PM    Msg. 2 of 10       
just select one thing at a time because if you try to select a whole bunch of things and not select something else, it chooses to anyway.


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: Aug 29, 2008 02:59 PM    Msg. 3 of 10       
What? Select every polygon individuly? Oh boy.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 29, 2008 04:24 PM    Msg. 4 of 10       
multi sub objects duh


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: Aug 29, 2008 04:34 PM    Msg. 5 of 10       
im not a modeling genius. I usaully leave modeling to other members of my team. what is multi sub objects?


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 29, 2008 05:53 PM    Msg. 6 of 10       
Quote: --- Original message by: lordofblake
im not a modeling genius. I usually leave modeling to other members of my team. what is multi sub objects?

Like me! lol

Open up the material editor by pressing M. It has a bunch of spheres representing materials. Somewhere it'll say "standard" for each one. Click that, and a list will come up. Choose "multi sub object" from the list. It'll ask if you want to keep existing material as sub material as something. Click yes (especially if the material you're using is already set to be something). There will be 10 materials. Delete some from the bottom until you have as many as you need. (I assume you need 2 materials for the outside and inside.). Next, select your pelican (use editable mesh just to be safe). Select all the polygons that make the outside (hold Ctrl to while clicking to add to the selection or Alt to deselect. Assign this to material 1. Next, select the inside polygons the same way, and assign a material index of 2. (somewhere I think maybe in "surface properties" or something. You'll see it. There are I think 2 text boxes and one button. the first is for entering a new ID. the second tells you what a selection is set to, and if you click 'select by ID", it'll select all the polys with that ID. I think. Now. Back in the material editor, make sure that sub material 1 is set to the outside of the peli and sub mat 2 is set to the inside. I don't know how the bluestreak GBX model importer works and I haven't tried it yet, but if it doesn't put the materials in the material editor automatically, but does have them in the scene, you can get them in the material editor bu clicking "pick material from object" then clicking on a surface with the material. be warned, this may set the material back to standard and you''l have to make it back into a multi sub object. I don't know how to get 2 sub materials from a scene other then to pick one from an object, then make it into a multi sub object, (keeping it as a sub material), then manually making the second material. Make sure to you the right shader name and the base bitmap and if you don't see it then make sure "show material in view port" is clicked.

To assign the multi sub to the object, select the object (pelican), and open the material editor and click "assign material to object". Now all the sub materials in it should be on the polys with the corresponding mat ID.

If the textures look screwed up, go to the modifier stack (click the down arrow somewhere at the top of "editable poly" to add a new modifier on top of editable poly). Add "UVW map" to the modifiers list. Select all the polys of the same material using "select by ID" using the editable poly modifier, then go the UVW map, click the + next to it, and then click on "Gizmo" that appears. Use this in addition the the properties under UVW map (such as how you want it to be mapped, like Box, planar, cylender. You want box) to move, rotate, and scale the material the way you want it. IMPORTANT: once you are done editing the UVW map, click minus to make Gizmo go away, then right click on the object and click "convert to editable mesh". if you don't the textures will still be screwed up when you click on editable mesh again. Do the same thing for any other materials in the object. then, you're done. Save, export, compile, tag.


Hope that helps!


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: Aug 29, 2008 07:43 PM    Msg. 7 of 10       
i have gmax


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 31, 2008 01:01 AM    Msg. 8 of 10       
that IS Gmax, genius.


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: Aug 31, 2008 09:17 AM    Msg. 9 of 10       
Quote: --- Original message by: FoxtrotZero
that IS Gmax, genius.


Everyone knows what Gmax is. The free equilivent of 3DS.


donut7024
Joined: Sep 23, 2007

I thought you were a woman..............


Posted: Sep 4, 2008 10:10 PM    Msg. 10 of 10       
yea blake you leave almost everything on my sholders. I AM GOD!

 

 
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