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redfac18 |
Posted 23rd Feb 2006 2:54am |
L4Y Member Post 125 / 300
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I have created a mesh is 3ds max 4 and textured it, it exports fine but when loaded into ccrunch it loads it, builds texture list, starts to chunkify and then stops and quits the program. Any ideas?
edit: could it be that the mesh has 5503 faces? |
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Ranswer3 |
Posted 23rd Feb 2006 3:17am |
L4Y Member Post 244 / 249
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Check how many poly's the mesh has. Meshes for RF need to be very low detail so you may have to remake the model or give it to someone who can reduce the poly count without ruining the model. |
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redfac18 |
Posted 23rd Feb 2006 3:57am |
L4Y Member Post 126 / 300
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6339 polys .
Well I guess since it was built mainly to be imported into RED I could just break the model up into chunks and put it back together in RED. That would work right? |
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RF Grim Reaper |
Posted 23rd Feb 2006 4:26am |  |
L4Y Member Post 419 / 902
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6339 is quite a few too many. I try to aim in the region of 1200 polys for first person models. For 3rd person models I go for 5/600 faces.
I'm assuming your going for a 3rd person model since your exporting as a v3d? If so, try using the optimise or multi res tool in max to reduce faces. If that gives an ugly result... rebuild but this time watch your facecount! |
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redfac18 |
Posted 23rd Feb 2006 5:20am |
L4Y Member Post 129 / 300
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well before I got to save my work the power flickered so now my model is gone . Oh well thanks for the help though. |
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hA Warlord |
Posted 23rd Feb 2006 5:39am |  |
waR`.se L4Y Member Post 103 / 960
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i think the max polys for RF is 3000 or so dont know, but try to get it to around 1000. |
-waR'.se- I don't know who you are, where you are from, or what you want... But if you threaten my freedom... I'll kill you. |
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red_catman |
Posted 23rd Feb 2006 5:59am |
L4Y Member Post 12 / 12
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yeah im having a converting problem too, it just says error in the spew you get in the feedback....i have no clue... any help??? |
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RED-FROG |
Posted 23rd Feb 2006 9:20pm |  |
L4Y Resident Post 907 / 5258
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The very maximum is a total of 5000 tri-polygons. Anything above will fail.
However, this is enough to create high detailed models. All you have to do is optimizing it here and there. (optimizing doesn't mean reducing the look or detail)
Many vertecies at the same place, or useless vertecies should be collapsed or removed at first.
Then try to remove hidden faces. There are also helpful tools (modifiers) like "Optimize" and "Multires". They'll do the job for you, but often doing it by hand make better results. <- I should first read then write |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
Modified Feb 23rd, 09:22pm by RED-FROG |
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redfac18 |
Posted 23rd Feb 2006 11:17pm |
L4Y Member Post 133 / 300
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REDFROG, the problem with the Halo models is they are quad-polygons insted of tri-polygons. Thats why they dont look right. |
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RF Grim Reaper |
Posted 24th Feb 2006 9:01pm |  |
L4Y Member Post 421 / 902
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I use quads in my models as much as possible, always found that the best way of modelling Of course there's always times when you can't use a quad face. Optimising or using multires tends to cut them down to tri's which I think are alot harder to manipulate than quads. Each to their own lol. |
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RED-FROG |
Posted 27th Feb 2006 11:12pm |  |
L4Y Resident Post 917 / 5258
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Quoting redfac18 | REDFROG, the problem with the Halo models is they are quad-polygons insted of tri-polygons. Thats why they dont look right. |
I think this wasn't the problem.
The importer tool I've been using isn't working good enough. Probably 3DsMax can't do it at all. I think that I might need to import the model into an other program first such as milkshape 3d and then export it again to a format that 3dsmax can handle.
wava -> winamp doesn't work
wava ->mp3 -> winamp works
just an example. (wava doesn't exist)
I've had this trouble with lego models as well, there are 3rd party programs (basing on CAD software) whith which you can create stuff with lego bricks and all that. I tryed to convert the models for 3dsmax and I had the same results.
The plugin isn't able to import such small, detailed model files, the weld threshold is way too big for them, and often the importer flips the normals around.
It doesn't matter how many verticies a face was made of.
The engine will always triangulate it before rendering. This is the way 3D engines (DirectX) work....only with triangles. In 3dsmax the triangulation can be hidden or unhidden, just for better view. |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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redfac18 |
Posted 28th Feb 2006 4:16am |
L4Y Member Post 145 / 300
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. Im happy now, Wow I have so much to learn. Hope the sniper gets done I can see killing peole with it already, in Halo I only played snipers IMO the sniping in Halo is 1000x better than RF (no fudging rail!) . I usally won the game by 10 frags/kills in Halo against my friends.
What about wings3d It is free and can import .obj and export .3ds. maby that will work. |
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RED-FROG |
Posted 5th Mar 2006 12:10am |  |
L4Y Resident Post 925 / 5258
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Wings might help. But *cough* ... I can't download exe files from here its not allowed on this connection. |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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E_Darkness |
Posted 7th Mar 2006 5:10am |
L4Y Member Post 176 / 338
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hey guys, any idea why or how to export a v3d from 3ds max 4.2 so that when viewed in RF or red it has it textures intact from 3ds? |
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RF Grim Reaper |
Posted 9th Mar 2006 5:18pm |  |
L4Y Member Post 426 / 902
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Only the UVW mapping info (texture position etc) is exported from max in the v3d, the textures themselves have to be added manually to the same vpp as the mesh.
If you mean that the textures are not in the same place on the model in RED as they are in Max then either your texture isn't the correct size (512*512, 512*256 and so on) or you didn't UVW map the model in max. |
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