| 02-24-2007, 07:04 AM | #1 |
Can someone make these for me? 1.) A vertically-standing rectangular column. Nothing difficult here, just make a box (twelve triangles) with dimensions 32 x 32 x 256 (it's eight times taller than it is wide). 2.) The same shape, but rotated to stand at a 45* angle to the ground. 3.) A cube, just another twelve triangles (two triangles per face), with each of its four side faces mapping to a separate quadrant of one square image and the bottom and top faces mapping to the entirety of a second square image (two textures for this model). Please include the UV-maps for both models, and I will skin them myself. I intend to make wooden beams out of them so I can make structures like a big dock that units can walk on. The first two will become wooden beams, obviously; the third I will texture to look like a heavy metal fastener that bolts the various beams together (I will texture it several diffferent ways, to have corner fasteners, x-fasteners, and foundation-to-beam fasteners). Thanks a million! And go play the Norj'Hal Act II sample! Capt. Picard |
| 02-24-2007, 09:15 AM | #2 |
You could really benefit from learning how to do basic modeling: just DL a copy of Gmax (assuming you don't want to do piratical activities) and make boxes to your hearts content. |
| 02-24-2007, 10:00 PM | #3 |
Yup, now I get it... Here's the first two models: (Edit: there seems to be a problem. I added a texture in Gmax, but apparently I didn't save it into the final .mdl output. So, I went into the .mdl and added the texture name where I thought it should be. Warcraft III Viewer got the idea and showed me the wood texture I attached, all over the model. But, the Warcraft GAME doesn't seem to understand--the models are very very dark, but not entirely black. Very confusing!) |
| 02-24-2007, 11:48 PM | #4 |
I'd suggest you scout around the Gmax tutorials available on this site (i think there's a couple) and if that doesn't help you maybe widen your search to cover non wc3 specific tutorials. |
| 02-26-2007, 06:32 AM | #5 |
Thanks again--I figured it out. My problem was that the texture in my model was accompanied by a "ReplaceableId" tag which I simply removed to help it all shine through. |
