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Help dont know how to get the X, Y, Z grabbable selector!
Posted: Tue Feb 15, 2005 6:12 pm
by Bass
I used to have a slector with the vetrices X, Y, Z on it and you could click and drag the arrows on them to move the stuff whichever way you wanted. Now all i have is a tiny little red arrowed one. Its annoying cause I cant move things in any specific direction. Is it a key I pressed to disable it or something? Thanks
Posted: Tue Feb 15, 2005 6:36 pm
by Wraith
If you're using 3ds max, go to Customize, click Preferences, go to the Gizmos tab, and make sure "On" is checked at the top.
Posted: Tue Feb 15, 2005 7:09 pm
by Pie
yopu might be on "select mode" instead of "move mode"
make sure you have the box with the graphin lines that look liek a ' + ' sign instead of the one that looks liek your mouse cursor
Posted: Tue Feb 15, 2005 9:31 pm
by Bass
no it was the gizmo thingy, dont know how it got turned off. Well instead of making a new post i guess ill just post my first base model here when im done. Ill post a progress pic within the hour.
Posted: Tue Feb 15, 2005 10:24 pm
by Bass
yeah
Posted: Wed Feb 16, 2005 10:51 am
by JudgeBond
well......try pressing x and see if it works
i have had this happen to me before and pressed random buttons until it went away.
Posted: Wed Feb 16, 2005 12:39 pm
by Pie
i like it, but i (of course) have some suggestions.
See the thing sticking up in the middle of that doorway? I like the idea, but the small squarish thing doesn't seem right...perhaps make it slightly rounder like a pole (kind ofl ike in Headlong, Halo2).
Overall i think that is a very nice outpost structure.
If it is a base, you may want to add more, but it seems like a PERFECT structure (if made for both sides) as a mini outpost on the edge of team territory.
Posted: Wed Feb 16, 2005 2:27 pm
by Bass
k well i just got back from school and will be working on it now till, well i finish it lol. Anyway Ill post a pic as soon as i figure it looks good.
And about the posts in the doors, I was keeping them like that so it blended with the overall blocky architecture but ill se what i can do

Posted: Wed Feb 16, 2005 2:36 pm
by Pie
why not make the structure not so blocky then?
Posted: Wed Feb 16, 2005 3:20 pm
by Bass
well i wanted it to seem like an older building, kinda like the buildings in Zanzibar.
Posted: Wed Feb 16, 2005 3:21 pm
by Pie
ohhhh, well, final pics may change my mind *hint hint*

Posted: Wed Feb 16, 2005 3:30 pm
by Bass
is it possible to make a working ladder for the base? If so how cause I neeeeeed to know

.
Posted: Wed Feb 16, 2005 4:02 pm
by Sonictag
Read the tutorials that came when you downloaded HEK, all will be explained, you have to name the ladder material somthing..
Posted: Wed Feb 16, 2005 4:19 pm
by Bass
ok well one other quick question but its about textures. I applied one to the faces of the ramp but not the whole "object". I made it so you can see it while your editing as well. It looks good and all but when I goto render a pic of it it doesnt show up, the ramp is still a boaring green? Is that supposed to be like that and really since i can see it without rendering it its fine? Thanks
Posted: Wed Feb 16, 2005 4:24 pm
by Sonictag
Umm, It seems to me you have gave it the Face mapping parameter for a UVW map, just change that to maybe box and it should be ok.
Posted: Fri Feb 18, 2005 11:12 am
by machopenguin001
Uh oh, boolean modelling is slow, buggy, and hard to work. Try something else.
Lol, fat masterchief lmfao
Posted: Fri Feb 18, 2005 6:03 pm
by Bass
Posted: Mon Feb 21, 2005 1:20 pm
by Cloud707
WOW

thats looks pretty sweet, definatly with those skins, nj. and by the way would u like to join a map team im makin

if u wanted 2 i could put that in the map im makin