Banshee model idea:

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
Randyman





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Banshee model idea:

Post by Randyman »

Image
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the only problem is I can't import it into the Halo Map file via HMT3.

It says something about a script error.

HELP!
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Beastman




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Post by Beastman »

well what program do u use? oh and maya unlimited im pretty sure is 7000
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Post by Randyman »

a) I use 3ds max for the modeling. I have the plugins.

b) I used HMT3 for the modding.
Last edited by Randyman on Mon Feb 09, 2004 6:43 pm, edited 1 time in total.
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halofan141





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Post by halofan141 »

Sure you only moved the verticies of the existing banshee model? Sorry but that one looks like a from scratch model, and btw it is sweet.
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Post by Beastman »

have u ever imported somethign u modeled from max back into halo with no problems?
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Post by Beastman »

Randyman





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Post by Randyman »

yeah, it's got the exact same number of verticies.

the only reason it looks so different wasn because I spent like an entire day working on it.


the skin is actually that of an apple.

and this is my very first modeling job.

and as far as the sig goes...

there, I fixed it!
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Post by Veegie »

dude

you just d/led it

i actually got maya legally

it was a gift from graduting from the NYFA!
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Post by spider »

Yeah Maya is alot of money for a program, but you get what you pay for. I have imported object into Maya5, I have the plugin for Obj files. But when I export them and try to import it into a model it does not work. Does anyone know how to check the vertices and indices of an model in maya5.

Spider
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Post by Beastman »

it wont tell u what hmt sees them as though is the problem, im at school so cant check exactly where ill do it later, vetigo if hes on could tell u if he sees this post before i get home
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Post by Randyman »

the number of verticies is the same. I verified that in 3ds max. However, I was hoping that 3ds max could tell me the indices, partially because Halo was made in 3ds max.

the number of indices is still unknown, btw.
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Post by Beastman »

no, max gives verticies and face count
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Post by Randyman »

actually, I'm kinda embarrased about this, but what are indices?

:oops:
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Post by Beastman »

They are reference points, i know they sound like verticies but i believe they are similar but instead of displaying all of the verticies, indicies are points connecting faces that are attched to eachother and are parrallel, so like lets say a plane has 4 polys, like the edges are cut down the middle making 9 verticies: the 4 corners, the midle intersect point, and teh four points on the edges, but indices are the 4 cornerss only so the plane has 4 indices, i could be totally wrong about this but thats what i believe they are.
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Post by v-virus »

beastman asked have you imported anything into hmt3 yet from 3ds?

thats my question too?

cuz i havent?
If i could i would, but i can't so i won't.
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Post by halomaker »

i know what happinz it happend to me just go inport the .obj to milk shape then export the .obj i dona know but it makez all the modelz work after :roll: :roll:

well i do it wiht Maya 5
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Post by Randyman »

can you...

repeat that in english please?

at lease with proper grammar, because I have no clue as to what you're saying.
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Post by halomaker »

lol ... Sorry , Well Anyway , Get a .ojb file that you have saved but will not load in hmt Becuz it will give an error( it will give this error if you use programz like maya 5 or other). import the .obj file in MilkShape and then export it.

and it will work after that... i have no idea wtf uploading into milk shape dose but hey it workz right..
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Post by Randyman »

alright, I'll try it.

thanks.
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Post by Randyman »

Image

uh huh...
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