Making a high-poly weapon

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Making a high-poly weapon

Postby Doktor Haus » Thu May 05, 11 8:37 pm

I'm working with a high-poly weapon in 3DS Max and so far, I can't even get the world model to show up. :lol: So, I have a few questions. Should my textures be 256x256 max, do they have to be square or can I use something like 128x256?

Also, my weapon uses BMP textures, but unr2de (and DX, for that matter) requires PCX. However, 3DS doesn't seem to work with those.

For the life of me, I can't get any Deus Ex reference models in 3DS either. It just shows up as an unknown format. I converted them to 3ds with WotGReal.
Last edited by Doktor Haus on Thu May 05, 11 8:39 pm, edited 1 time in total.
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Re: Making a high-poly weapon

Postby Wasted. » Thu May 05, 11 8:57 pm

Rain wrote:I'm working with a high-poly weapon in 3DS Max and so far, I can't even get the world model to show up. :lol: So, I have a few questions. Should my textures be 256x256 max, do they have to be square or can I use something like 128x256?

Also, my weapon uses BMP textures, but unr2de (and DX, for that matter) requires PCX. However, 3DS doesn't seem to work with those.

For the life of me, I can't get any Deus Ex reference models in 3DS either. It just shows up as an unknown format. I converted them to 3ds with WotGReal.


You've come to right place Rain, we're here to help.

Unfortunately, textures have to be exactly 1337x1337 and also circle. If you can't work out how to do this, its probably time to just call it a day for you.

From the sounds of it, you need to convert the models in a real program and not WotGReal, because to me it sounds like you should be doing these things in a little program called MS Paint. Call me old fashioned, but thats where I made all my mods!

By now you've realized I have nothing of value to say to you. You're a twat. gtfo
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Re: Making a high-poly weapon

Postby clyzm » Thu May 05, 11 9:54 pm

Rain wrote:I'm working with a high-poly weapon in 3DS Max and so far, I can't even get the world model to show up. :lol: So, I have a few questions. Should my textures be 256x256 max, do they have to be square or can I use something like 128x256?

Also, my weapon uses BMP textures, but unr2de (and DX, for that matter) requires PCX. However, 3DS doesn't seem to work with those.

For the life of me, I can't get any Deus Ex reference models in 3DS either. It just shows up as an unknown format. I converted them to 3ds with WotGReal.


1) Textures can be any power of 2 when imported (2x2, 256x256, 1024x1024) but they will be rescaled down to 256x256 (unless you're using DX10 or other high-quality renderer)

2) They do not have to be square.

3) .bmp are completely importable in Deus Ex.

4) WOTGreal is a weak importing device for models; try using 3ds2de.
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Re: Making a high-poly weapon

Postby Doktor Haus » Thu May 05, 11 10:17 pm

Of course, it all makes sense now! The UNATCO seal is circular, so is JC's vacuous head!

clyzm wrote:1) Textures can be any power of 2 when imported (2x2, 256x256, 1024x1024) but they will be rescaled down to 256x256 (unless you're using DX10 or other high-quality renderer)

2) They do not have to be square.


Thanks. I wasn't sure; several different tutorials have stated exactly 256x256.
clyzm wrote:3) .bmp are completely importable in Deus Ex.


Well, thank god for that. That will certainly save some time.
Edit: Actually, when I attempt to compile it fails on an unknown format.


clyzm wrote:4) WOTGreal is a weak importing device for models; try using 3ds2de.


Hmm... I can't seem to find that program anywhere.
Last edited by Doktor Haus on Thu May 05, 11 10:32 pm, edited 2 times in total.
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Postby Dae » Thu May 05, 11 10:43 pm

Rain wrote:Hmm... I can't seem to find that program anywhere.

http://download.deusexnetwork.com

click "search"

type 3ds2de

:)
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Postby clyzm » Thu May 05, 11 10:44 pm

Edit: Actually, when I attempt to compile it fails on an unknown format.


What are you using to import? Also remember that the .bmp must have 256 colors or less. Normally in Photoshop this is done by converting to Indexed color instead of RGB.

Hmm... I can't seem to find that program anywhere.


See attachment. Remember that there's a very specific process involved for utilizing it correctly, there were two tutorials on DeusExEditing. I'm sorry that I can't find them now, I believe they were taken down.
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Postby Doktor Haus » Thu May 05, 11 10:56 pm

clyzm wrote:What are you using to import? Also remember that the .bmp must have 256 colors or less. Normally in Photoshop this is done by converting to Indexed color instead of RGB.

Using a UCC Make batch.
Well shit, that did it. Thanks.

clyzm wrote:See attachment. Remember that there's a very specific process involved for utilizing it correctly, there were two tutorials on DeusExEditing. I'm sorry that I can't find them now, I believe they were taken down.


When Google fails...
Thanks for the upload, and the fast replies. OTP is excruciatingly slow. Alright, now I'm missing meshmaps.

Code: Select all
#exec MESH IMPORT MESH=ColtW ANIVFILE=MODELS\ColtW_a.3d DATAFILE=MODELS\ColtW_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=ColtW X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=ColtW SEQ=All   STARTFRAME=0 NUMFRAMES=2
#exec MESH SEQUENCE MESH=ColtW SEQ=ColtW STARTFRAME=0 NUMFRAMES=2

#exec MESHMAP NEW   MESHMAP=ColtW MESH=ColtW
#exec MESHMAP SCALE MESHMAP=ColtW X=0.00390625 Y=0.00390625 Z=0.00390625

#exec TEXTURE IMPORT NAME=ColtFrame FILE=MODELS\frame.bmp GROUP=Skins
#exec TEXTURE IMPORT NAME=ColtSlide FILE=MODELS\slide.bmp GROUP=Skins

#exec MESHMAP SETTEXTURE MESHMAP=ColtW NUM=1 TEXTURE=ColtFrame
#exec MESHMAP SETTEXTURE MESHMAP=ColtW NUM=2 TEXTURE=ColtSlide

#exec MESH LODPARAMS MESH=GM_Trench STRENGTH=0.5
Last edited by Doktor Haus on Thu May 05, 11 11:02 pm, edited 2 times in total.
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Postby Doktor Haus » Fri May 06, 11 12:56 am

Forgot to import the textures in UED. :roll:

Anyway, all of my bones, meshes and textures are out of sequences so my models are invisible. Go figure.
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Postby Doktor Haus » Sat May 07, 11 3:46 pm

Now we're getting somewhere.

The weapon shows up in-game, but only the first frame imports, the rest are still out of sequence. Also, it flickers in and out of invisibility when I move. Too many polygons, maybe?
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Postby Doktor Haus » Mon May 09, 11 12:08 am

Well, it turns out I was getting "out of sequence" errors because my model was out of sequence. Go figure. I noticed that my objects were listed 01, 03, 02, either because I selected them in the wrong order, deleted a mesh that I needed, etc. Anyway, got that out of the way.

Now, is there a way to attach/merge objects in Max without losing their animations/skins?
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