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GMAX questions, skinning, modeling, UV unwrap.

01-13-2005, 01:35 PM#1
Yamaha R1
1. When I use the MDX importer, it does bring in the unwrap information. You can drag the original texture and it overlays fine. BUT, when you export it, the UVW unwrap info is not there! And there is no unwrap in the MODIFIERS list. I want to take a unit. Cut out everything but the weapon or whatnot, and resave it. But it loses all its TEX - which is a pain - ahhhhh!

2. Why don't I see attachment points inside GMAX?

3. The tutorials I found here reference two different MDX inporters. One of the importers brings models in facing 0°, one at 90° (which is wrong). Exactly which importer should I be using?

4. I followed the tutorial on adding my textures and TEAM COLOR. Which was very hard, because the thread about team color has a messed up format, coding thats not working, and snip-its everywhere. Sadly, it took 3 hours of trial and error to get mine right. Sigh :(

5. I tried to use Oinks vertex modifier for unwrapping. But every MDL I load (4 tried) says "substring out of range". Why? :(

Note 1: Any help on any of the bove is VERY MUCH apreciated :) Anything to save some time. Pleeeeease extend your knowldge to me :)

Note 2: A post telling me only 'because your doing it wrong' is redundant and unncesessary, of course.

Lastly: This is a real pain in the arse. I'm pulling my hair out - heh.
01-13-2005, 06:37 PM#2
StealthFox
The easiest way to add team color is to edit the alpha channel in your skin so that it has some black/gray in the area you want changed. Next is pure .mdl editing:

Go to the materials section of your mdl. You need to create a layer like this:

Material {
Layer {
FilterMode None,
Unshaded,
static TextureID <x>, <------this should refer to the replaceableid
} texture
Layer {
FilterMode Blend,
static TextureID <y>, <-------the texture you want
}
}

Make sure its at the end of your materials list or you'll have to change every geoset's materialid.

Go to your geoset in the .mdl and change the materialid to the one above. Count your materials from 0 to figure out which one you need. Be sure not to count layers but materials.
01-13-2005, 11:47 PM#3
Yamaha R1
Not excluding my previos questions, heres a new one.

I brought a shield in as a XREF (cross reference, right!?) and NOW theres no way to get rid of the damn thing.

Check it -

[edit]

Too quick to post. I found it in the File Menu.