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Skybox question
Posted: Wed Oct 13, 2004 3:39 pm
by Latin4567
ok, i am making a level in 3ds max 6. Instead of just starting from a skybox like your supposed to, I made the model in bryce 5. I imported the model into 3ds max, assigned the materials..... for the skybox, because the stuff i had made in bryce was not enclosed at the top, i created a giant box and just put the level inside it... then i welded a corner of the level to the bottom of the skybox. Will this work?
(Please see pic)

Posted: Wed Oct 13, 2004 5:16 pm
by Pie
i have never seen that done before...try it out. if it works then YAY if not than BOO. try an STL check
Posted: Wed Oct 13, 2004 7:13 pm
by Latin4567
Well it exported fine... I am having trouble with one of the bitmaps in tool but once thats fixed i can try the model

Posted: Wed Oct 13, 2004 7:23 pm
by SnaFuBAR
how do you do an STL check? is it done in 3DS?????
Posted: Wed Oct 13, 2004 7:31 pm
by Latin4567
ya? what does that stand for anyway

Posted: Wed Oct 13, 2004 7:57 pm
by gecko753
hm yea it certainly doesnt look like it would work.. but if you say it does, then i guess im wrong..
from my experiences, ud have to delete the bottom faces of the skybox, and attatch the edges of the map to the bottom edges of the skybox.. which means making a face for every vertex on the edge of your map... gah its a pain in the butt to do
Posted: Wed Oct 13, 2004 8:55 pm
by Latin4567
well it looks like i have to do it... it thinks that a bunch of edges are open

.
BUT! we now know that you can make stuff in bryce and import it to 3d max! YAY

Posted: Thu Oct 14, 2004 12:44 pm
by Pie
good optimism

Posted: Sun Oct 17, 2004 12:05 pm
by OxYgEn
stl check: STL check is in the modifyers pull-down thing(same place as uvw map & uvw unrap), it will let you know if you have any open edges or anything wrong with your map/model-whateva...
i hope that helps a little for all the people who are wondering how to fix your map, model, etc...