
DEEhunter
Joined: Dec 16, 2006
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Posted: Oct 14, 2008 10:41 PM
Msg. 1 of 5
Set it to wumbo.
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DEEhunter
Joined: Dec 16, 2006
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Posted: Oct 14, 2008 10:43 PM
Msg. 2 of 5
Your not really specific.
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Geo
Joined: Mar 2, 2007
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Posted: Oct 14, 2008 10:45 PM
Msg. 3 of 5
I believe you just select the whole scenario and rip from that. Either that or you put each individual bitmap into the extraction list.
edit: Sorry I gave you a response right after you made yours. What you need to do is put the bitmaps into the proper directory so that max can find them and use it. so put them wherever the original creator had them. Example: haloce/data/levels/mapname/bitmaps Edited by GeometricGeek on Oct 14, 2008 at 10:47 PM
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Oct 15, 2008 10:43 AM
Msg. 4 of 5
Quote: --- Original message by: DEEhunter Set it to wumbo. You are not funny to anyone else but yourself and if you are not trying to be funny then you are trying to be obnoxious which just about the only thing you are succeeding at. Please revise your posting habits. If you are not going to contribute then don’t post.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 15, 2008 10:17 PM
Msg. 5 of 5
thank you dennis. i thought the numerous posts directed at Dee would tell him that he needs to stop, but i guess not on the topic of bsp ripping, i dont believe there is any way to import a bsp into max with UVs. CMT was doing it a little while ago and decided to steer clear of importing bsps for editing. bottom line is that there is really no way to get bsps into max intact.
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