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 Post subject: Re: Chamassa
PostPosted: 10 Jan 2011, 08:04 pm 
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Well it looks like ****. Good thing this was not my primary blend. I saved a copy so I could work on it and could go back if needed. I guess I will remove the railing and stairs.

Andy, btw. You did notice that I have no colliders, hence all the bounds so you don't run through items??? I intended to remove all but the essential bounds once I put in colliders.

On Max I reiterate, I had problems with it and Cyan's plugin. I may eventually retry it in the future.


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 Post subject: Re: Chamassa
PostPosted: 10 Jan 2011, 09:19 pm 
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Moved Railing and Spiral Stairs to page_num 3 which is not in the book so shouldn't export (in the book had 0, 1, and 2). I really liked the spiral staircase but doing a ramp for it is going to be difficult. On the railing I am either going to just do a collider and remove the railing, or use some planes with a railing texture on them.

Removed all the bounds in the Library except for a handful; mainly floor, catwalk, and the pillars. And added a couple of colliders for inside and outside of the Library. Will probably add a few more for the pillars and turn off their bounds.


Last edited by IBrattin on 10 Jan 2011, 09:39 pm, edited 1 time in total.

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 Post subject: Re: Chamassa
PostPosted: 10 Jan 2011, 09:39 pm 
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BTW Andy, thanks for all the help the last couple days trying to help me fix this.


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 Post subject: Re: Chamassa
PostPosted: 11 Jan 2011, 06:20 am 
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It's not a problem. It's what I do.

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 Post subject: Re: Chamassa
PostPosted: 17 Jan 2011, 09:59 pm 
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Finally broke down and am trying Max 7 and Cyan's plugin again. So far so good, the problems I had last time with the textures not exporting seems to be fixed. Maybe I didn't assign them last time, I don't know. Anyways right now I am having some trouble with lighting. Right now all I have in Max is the village. And depending on where I put the light I get part of the village in darkness. Not sure if I am doing something wrong with the lighting or if I need more lighting to adequately cover the entire age.

BTW in Max the wireframe is taking some getting used to. It's not like Blender's wireframe at all.


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 Post subject: Re: Chamassa
PostPosted: 18 Jan 2011, 05:29 am 
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Just remember that in Max, "Faces" are triangles and "Polys" are the "sides" heheh.

For your lights, you can use as many "Max" standard lights as you want to get your lighting that you want for you non-animated objects.
Plasma Run Time lights, use them to mostly light up the player, and animated objects, they will be exported (the max ones are not, but the effect they have will be).

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 Post subject: Re: Chamassa
PostPosted: 19 Jan 2011, 11:03 am 
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K the village imported into Max without having to mess with texture scaling. The cove, and island on the other hand are having problems with texture scaling, as you can see below.

How do I fix the scaling in Max?


Attachments:
KIimage0002.jpg
KIimage0002.jpg [ 40.29 KiB | Viewed 5015 times ]
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 Post subject: Re: Chamassa
PostPosted: 19 Jan 2011, 11:20 am 
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Go back to Blender where it is. Select it, and then hit Cntl-A to apply scaling and rotation data (you should always do this with your objects after you've scaled them).

Then try exporting FBX again, convert and importing into Max.

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 Post subject: Re: Chamassa
PostPosted: 19 Jan 2011, 04:58 pm 
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So there is no way to do it in Max?


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 Post subject: Re: Chamassa
PostPosted: 19 Jan 2011, 05:02 pm 
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Yah, but uhm, it will still look like that.

What I was saying above is: I think things got confused during export from Blender, conversion, or import into Max because the Scaling and Rotation data had not been reset.

Your only other option would be to select everything that is too small and scale it back up manually.

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