UHMM - 3/28 GruntMaps.com is up
euh whath did you say?? i dident understand 1 thing can u maby make some kind of tutorial i have HALO CE but where do u get those 3d files from??? I HAVE GMAX but i dont understand one single thing bout it
so can u make a picture tutorial or something
so can u make a picture tutorial or something
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- FleetAdmiralBacon
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HMT exports .OBJ, which I've never even LOOKED ATgeri116 wrote:how do u let it work with u export a model from HMT and then click open but i cant choose it whath kind of models do u need to let it work?
but, I think I can help you.
Get the OBJ importer for Gmax (there is one, just look for it...)
Import your model into Gmax
Apply a MULTI-SUB material to it.
Delete all but 1 (or 2) materials from the list.
Rename the material 'e3d\[relevent model type]\[what you want to call it]\[the texture name]'
DO NOT INCLUDE THE EXTENSION
Now, find the texture and open it somehow. Rotate it 90 degrees CCW and save it as a 24 bit bitmap image IN THE FOLDER + FILE YOU USED ABOVE (in relation to the UHMM directory)
Run the .ms file in the UHMM directory and a maxscript menu will appear on the maxscript tab on the right
Just follow my instructions on the buttons.
Now, run the grablistener.exe program (it comes with chimp, I think...)
And when it asks you to save the file, just save it to a .e3d in the folder you created for the texture.
Example:
I have a .obj (with UVs) of the warthog.
I have the warthog textures
I import he obj with UVs (there is an option on the importer) into Gmax
I apply the correct multi-sub material to the model and check my material IDs
I then open my textures and re-save them in
'c:\uhmmproto\e3d\vehicles\warthog_example\hog.bmp'
'c:\uhmmproto\e3d\vehicles\warthog_example\chaingun.bmp'
I rename my materials (in gmax) to:
1) 'e3d\vehicles\warthog_example\hog'
2) 'e3d\vehicles\warthog_example\chaingun'
I run the .ms
I hit the button and then select my model
I hit 'export' (or whatever, I haven't used it in a while)
I wait and then run GrabListener.exe
I save the file into
'c:\UHMMProto\e3d\Vehicles\Warthog_Example\hog.e3d'
And there you have it, but I'm sure I already wrote a tutorial
(posted by Neill Silva, but I wrote it earlier and had it on my old free forum)

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hmmm, i downloaded it, and i like it, but it ends up harder than it really has to be. Like for example, you could make terrain editing be somewhat like it is in the sims (as retarted as this sounds, it might actually work) with adding hills. That way, just by using a simple tool you could make a specific piece of terrain stretch downward or upward. Also, for adding things such as bases and buildings, you can have a giant folder just loaded with buildings, along with a model maker/editer. And for the sapien part, like for placing models, vehicles, weapons, scenery, etc you could maybe have it work kind of like a more complex version of sparkedit (by complex, i mean more options such as adding custom 3d models as scenery, not more difficult). Oh, and for vehicles and weapons, what would be nice, easy to use, part. It would basicly just ask for models, projectiles, damage, clip/battery, ROF (weapons)/models, weapons, seats, rider ejection
, weight, controls (like in hmt if you go to a vehicle and check a different checkbox and hit save) and things alike. I know some of this may not be possible, but any of these features could add to the simplicity factor you are shooting for
.


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s
can someone poste a tutorial for this
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