3dsmax Rendering Support Topic
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I have a problem. Here I am doing the envelopes on the rigging process on the elite but I am having one problem. I am having trouble getting the right vertices for it shoulder. The elite has some armor that sticks up on his shoulder and I was wondering if I can get any tips on how to get the vertices of the elite's shoulder and not getting other vertices I don't want.
Thanks
-Doom
Thanks
-Doom

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
- Veegie[Temp]
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The Physique modifyer. I am doing the envelopes part for the elite and I am having trouble because a pice of his armor sticks up and I cant quite get it without selecting some vertices I don't want =P.
Thanks
-Doom
Thanks
-Doom

Sig over three lines of text. <--- lik wtf? mods make my sig 4 lines of text, then they letz tis slide as GTAF says, and den dey delete it? likwtf?
- Veegie[Temp]
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And also use the weight table, if you need help with that the user reference probably explains how to use it better than I can.
I end up doing just about all of the vertexes by hand with the weight table. It takes allot longer but the results are much better than with just envelopes. Also make sure to set all of the armor to 1.0 weight, you don't want metal deforming now do you?

I end up doing just about all of the vertexes by hand with the weight table. It takes allot longer but the results are much better than with just envelopes. Also make sure to set all of the armor to 1.0 weight, you don't want metal deforming now do you?

- trepdimeflou
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Is there anyway I can use a cube map with a raytrace material, since it is more accurate than the reflect/refract?Veegie wrote:Under any channel, set a reflect/refract map
Then change the bullet to "from file"
Then asign each of the 6 directions to their corresponding files.
And how do I know which cube is front, back, etc?
Physique is for 3ds bipeds, skin is for custom bones/custom IK, or at least thats how I understand ittrepdimeflou wrote:Don't you mean Physique, not Skin? I'm pretty sure Physique is for beginners..
Eat more chicken
- trepdimeflou
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- trepdimeflou
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- Veegie[Temp]
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Personally I don't see the need to use cube maps... Unless you are going for more of an in-game look rather than a "realistic" look. Cube maps are just a way to fake reflections so the game runs faster (from what I understand at least) I would just use ray-traces, then you don't have to worry about the order, and in my opinion they just plain look better.
The Skin mod is allot newer that the physique mod. Skin is also DEFANATLY easier to setup than physique, especially in Max 8.
The Skin mod is allot newer that the physique mod. Skin is also DEFANATLY easier to setup than physique, especially in Max 8.
- Veegie[Temp]
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- trepdimeflou
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Here's how you can do it manually:
Note, this only applies to the 64x64 cubemaps. For the higher ones you must find the other block sizes yourself.
Code: Select all
Manually Extracting Cubemaps
by trepdimeflou
[Preliminary: Open up photoshop, create a 64x64 image, save it as a DXT1.dds.]
1) Open up your map in ADI.
2) Open the .bitm of the cubemap you want to extract.
3) Go to the "Raw Data Editor" panel, and click on the first submap of the bitmap.
4) Write down the offset number.
5) Open up your map in Hex Workshop.
6) Go to the offset you wrote down earlier.
7) go to Edit => Select Block, type in B00 (Make sure its set for Hex, not Dec!), and press enter.
8) Open up the .dds you made earlier in hex workshop.
9) Go to offset 0x00000080, and click Edit => Paste. Click "Yes" when prompted.
10) Save this image as cubemap 1.dds.
11) To find the other images in the cubemap, we need to find their individual offsets for their raw data. To do this, simply add 0xB00 to the original offset you found five times for the other offsets.
12) Repeat steps 9-10, saving the files to *namehere*.dds.
Orientation [as the cubemaps appear in raw]
1st: +X
2nd: -X
3rd: +Y
4th: -Y
5th: +Z
6th: -Z
Special Thanks to: Aequitas of TF6 for helping me out a great deal =D
Note, this only applies to the 64x64 cubemaps. For the higher ones you must find the other block sizes yourself.
Last edited by trepdimeflou on Mon Mar 27, 2006 1:49 pm, edited 1 time in total.

Publically, a guide on extracting Halo 2 cubemaps hasn't been released, some of us can do it, but there is no public application or tutorial for doing so.
Edit: Blasted trep. I see your tutorial, and raise you an application.
This application was all done with the help of Trep, who got the information from Aequitas. I just automated the hex.
If you downloaded that first application, delete it, it wasn't the final, here is the final:
Edit: Blasted trep. I see your tutorial, and raise you an application.
This application was all done with the help of Trep, who got the information from Aequitas. I just automated the hex.
If you downloaded that first application, delete it, it wasn't the final, here is the final:
- Attachments
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- Extract Cubemaps.rar
- Cubemaps Extractor final. Extracts 64x64, 128x128, and 256x256.
- (15.85 KiB) Downloaded 44 times
Thanks for the tool, it works great!
I think I have gotten the cube maps in the right order (I think) this is the order I have:
3 = Up
4 = Down
2 = Left
1 = Right
6 = Front
5 = Back
The numbers are the DDS files ordered how they extract (1 = X+, 2 = X-) . Is that the correct order?
I modified the material on my chief model and now I have this:

Any comments appreciated.
Also, for the visor should I have the diffuse set to the main texture or just have it a color. Right now I have it as a color (95,51,0) I tried setting it to the texture, but it looked to silverish compared to the renders I have seen.

3 = Up
4 = Down
2 = Left
1 = Right
6 = Front
5 = Back
The numbers are the DDS files ordered how they extract (1 = X+, 2 = X-) . Is that the correct order?
I modified the material on my chief model and now I have this:

Any comments appreciated.
Also, for the visor should I have the diffuse set to the main texture or just have it a color. Right now I have it as a color (95,51,0) I tried setting it to the texture, but it looked to silverish compared to the renders I have seen.
- Veegie[Temp]
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