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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »JMS for 3ds max 11

Author Topic: JMS for 3ds max 11 (12 messages, Page 1 of 1)
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UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 12, 2011 12:45 AM    Msg. 1 of 12       
Bluestreak is terrible. Get max 8 and use blitzkrieg.
It will make your life infinitely easier.

Bluestreak tends to make up errors out of thin air, and modelling collision geometry for halo is hard enough as it is.
Edited by UnevenElefant5 on Apr 12, 2011 at 12:46 AM


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: Apr 12, 2011 09:51 AM    Msg. 2 of 12       
Quote: --- Original message by: UnevenElefant5

Bluestreak is terrible. Get max 8 and use blitzkrieg.
It will make your life infinitely easier.

Bluestreak tends to make up errors out of thin air, and modelling collision geometry for halo is hard enough as it is.
Edited by UnevenElefant5 on Apr 12, 2011 at 12:46 AM


Bluestreak requires that your meshes all be in editable mesh, rather then editable poly, and all use multi-sub objects. Otherwise it exports files fine. The only issue with it is that it takes about 10X longer.

Now, if max 8 worked on vista and up reliably that'd be great, but it'd be better if someone tried to port blitz to the newer max versions.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Apr 12, 2011 12:24 PM    Msg. 3 of 12       
Maybe it's time someone updates bluestreak so it's not so long to work?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Apr 12, 2011 02:20 PM    Msg. 4 of 12       
Quote: --- Original message by: SeL
Quote: --- Original message by: UnevenElefant5

Bluestreak is terrible. Get max 8 and use blitzkrieg.
It will make your life infinitely easier.

Bluestreak tends to make up errors out of thin air, and modelling collision geometry for halo is hard enough as it is.
Edited by UnevenElefant5 on Apr 12, 2011 at 12:46 AM


Bluestreak requires that your meshes all be in editable mesh, rather then editable poly, and all use multi-sub objects. Otherwise it exports files fine. The only issue with it is that it takes about 10X longer.

Now, if max 8 worked on vista and up reliably that'd be great, but it'd be better if someone tried to port blitz to the newer max versions.



Max 8 works fine on my win7 64bit.
Also if you guys are modeling in anything newer than max8, you can use the collada plugin to get the model and textures back to max8.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 12, 2011 05:31 PM    Msg. 5 of 12       
Quote: --- Original message by: SeL
Quote: --- Original message by: UnevenElefant5

Bluestreak is terrible. Get max 8 and use blitzkrieg.
It will make your life infinitely easier.

Bluestreak tends to make up errors out of thin air, and modelling collision geometry for halo is hard enough as it is.
Edited by UnevenElefant5 on Apr 12, 2011 at 12:46 AM


Bluestreak requires that your meshes all be in editable mesh, rather then editable poly, and all use multi-sub objects. Otherwise it exports files fine. The only issue with it is that it takes about 10X longer.

I just tried to export my level like that yesterday with Bluestreak. It told me I had 7 open edges in the middle of the sky, where there was absolutely no geometry.


SeL
Joined: Dec 15, 2010

twitter.com/TeamFalldog


Posted: Apr 12, 2011 08:27 PM    Msg. 6 of 12       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: SeL
Quote: --- Original message by: UnevenElefant5

Bluestreak is terrible. Get max 8 and use blitzkrieg.
It will make your life infinitely easier.

Bluestreak tends to make up errors out of thin air, and modelling collision geometry for halo is hard enough as it is.
Edited by UnevenElefant5 on Apr 12, 2011 at 12:46 AM


Bluestreak requires that your meshes all be in editable mesh, rather then editable poly, and all use multi-sub objects. Otherwise it exports files fine. The only issue with it is that it takes about 10X longer.

I just tried to export my level like that yesterday with Bluestreak. It told me I had 7 open edges in the middle of the sky, where there was absolutely no geometry.


idk

It hasn't given me any issues aside from the ones I mentioned. Either way though, blitz for newer versions would be best.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Apr 12, 2011 10:41 PM    Msg. 7 of 12       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: SeL
Quote: --- Original message by: UnevenElefant5

Bluestreak is terrible. Get max 8 and use blitzkrieg.
It will make your life infinitely easier.

Bluestreak tends to make up errors out of thin air, and modelling collision geometry for halo is hard enough as it is.
Edited by UnevenElefant5 on Apr 12, 2011 at 12:46 AM


Bluestreak requires that your meshes all be in editable mesh, rather then editable poly, and all use multi-sub objects. Otherwise it exports files fine. The only issue with it is that it takes about 10X longer.

I just tried to export my level like that yesterday with Bluestreak. It told me I had 7 open edges in the middle of the sky, where there was absolutely no geometry.


Did you make sure you had turned the map into triangles? Most of my errors with Blustreak occurred because I hadn't made the mesh into triangles before exporting.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 13, 2011 05:12 AM    Msg. 8 of 12       
Dont think that would be the issue. Halo converts the geometry as soon as it's compiled through tool anyway. It could be just your reading on the .wrl file. You could think that it's showing open edges whereas infact they are representing the near co-planar edges, or whatever they're called. :/


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 13, 2011 09:56 AM    Msg. 9 of 12       
Well all it gives me is 7 open edge errors when I compile it. There's no other error that it could be, and even if there was, it's in the middle of the sky, there's no geometry there anyway.

Also Yak, everything was triangulated.

Anyway, I didn't mean to take over the thread with my bluestreak error, it was just supposed to be an example. I know Bluestreak works perfectly for some people, but just in my experience, it's been nothing but trouble.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Apr 13, 2011 12:29 PM    Msg. 10 of 12       
Quote: --- Original message by: sierra117
Dont think that would be the issue. Halo converts the geometry as soon as it's compiled through tool anyway.


Let a tool triangulate your geometry can always cause issues. I've ran into issue with UDK also because things weren't triangulated. While the tools are made to do it they can't do it nearly a efficiently as you or 3DS Max.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Apr 13, 2011 01:28 PM    Msg. 11 of 12       
Quote: --- Original message by: UnevenElefant5
Well all it gives me is 7 open edge errors when I compile it. There's no other error that it could be, and even if there was, it's in the middle of the sky, there's no geometry there anyway


Bluestreak doesn't just "make the errors up" - post the model in question.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Apr 13, 2011 09:43 PM    Msg. 12 of 12       
Quote: --- Original message by: Dwood
Quote: --- Original message by: UnevenElefant5
Well all it gives me is 7 open edge errors when I compile it. There's no other error that it could be, and even if there was, it's in the middle of the sky, there's no geometry there anyway


Bluestreak doesn't just "make the errors up" - post the model in question.


Might be the rotation, but I have gotten "errors" where there was nothing wrong before with Blustreak. My fix has been triangulating pre-export.

 

 
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