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cjleonard
03-13-2007, 02:52 AM
Hi, I've got this problem that occurs when I am trying to create walls using splines in 3ds Max 8. After extruding the wall (adding depth), there's no colour / texture on the front faces (see pic).

Just wondering if anyone's able to help me with this problem.. It would be greatly appreciated.

Thanks

http://img410.imageshack.us/img410/4862/splineproblemgy5.th.jpg (http://img410.imageshack.us/my.php?image=splineproblemgy5.jpg)

superstrikertwo
03-13-2007, 02:56 AM
1. Can you show a rendered picture? press F9
2. Try putting a new texture on it. Press "M" Then change the diffuse color to something bright.

If there is still no texture on the front it means that the front face isn't connected.

cjleonard
03-13-2007, 03:00 AM
Rendering and changing the texture map hasn't done anything. How would I go about making sure that the front face is connected. I've only just started using 3ds max (it's all I've tried), and was going by a tutorial I found on the net.


EDIT: All good, forgot to weld the two splines together! Woot! But thanks for your help superstriketwo... made me go and double check everything :)

superstrikertwo
03-13-2007, 03:16 AM
No problem. Welcome to the Wonderful World of 3DS Max. :D

StarRngr4.0
03-14-2007, 02:37 AM
I'd bet that the front face has no material assigned to it.

cjleonard
03-14-2007, 10:27 AM
As I said, it was due to a welding problem

shyguy
03-14-2007, 03:32 PM
In order to properly import objects into RCT3 by using splines, I've found that this works...

1) Create the line work.

2) Convert to mesh.

3) Select all vertices and select "Cap Holes" from the modifier list.

4) Again, convert to mesh.

5) Choose "Face Extrude" from the modifier list.

6) And finally, select "Explode" to elements from the lower, right menus.

This will create a perfectly welded object that will look correct in RCT3. This may not be the only way, but after a lot of trial and error, this is what works for me.

cjleonard
03-16-2007, 12:51 AM
Thanks Shyguy :) Ok, I've got the modeling pretty well down pat now, but having a problem with importing (I know it's probably not the best thread to put this in, but oh well).

http://img262.imageshack.us/img262/870/shot0002kg7.th.jpg (http://img262.imageshack.us/my.php?image=shot0002kg7.jpg)

As you can see in the pic, the positioning is right. The positioning I'm wanting is on the line, and in center. IE Shyguy's Main Street Set windows. I've tried playing around with the positioning, and the placement type, but still can't get it right.

Any help would be greatly appreciated

:)

shyguy
03-16-2007, 01:39 AM
Good job so far. You just need to play with the postitioning in 3ds max. It will be different if you're using 1/4 tile spacing. If you read MaxInfinity's tutorial, he explains exactly where to postion the objects. But, he is using full tile spacing. If you're not using full tile spacing, you'll need to adjust it 1m up and 1m over.(I think. I'm typing this from memory. But you should get it right with a little experimentation)

cjleonard
03-16-2007, 09:32 AM
Thanks Shyguy! Will see what I can do

EDIT: Have fiddled around with the positioning in 3ds max.. you're right, moving it forward 1m and across 1m has done the trick! Now I'm just not liking the finished product...looks like I'm starting it again! :)

StarRngr4.0
03-16-2007, 08:34 PM
That is because you used the quarter tile type. If you went with a Wall scenery placement flag it would line up correctly with no further problems

cjleonard
03-16-2007, 10:57 PM
Yeah, but I'm not a fan of the way the wall placement works. I find that using the 1/4 tile gives you more freedom of placement. That probably sounds stupid, but oh well :)

tnstickboy70
03-18-2007, 08:16 PM
That dosn't sound stupid to me. I prefer 1/4 placement as well.

firefountain
03-19-2007, 08:49 AM
not sure if this is still needed, but that looks like a normal that is not inverted. Select the object in max then edit mesh and faces, then apply a flip normal. That should bring the "other" face back to the front

cjleonard
03-19-2007, 10:52 AM
Hey guys! Thanks to you all for your suggestions / help. I didn't realize so many people used 3ds max. Shyguy - just a question. Do you use 3ds max exclusively, or do you use other modelers as well? And also, where do you find your textures, or do you make your own?

shyguy
03-19-2007, 04:07 PM
Yes, I use 3ds max exclusively. I find most of my textures on the internet. Some, I make myself. There are sites that offer them for free. Just use Google to search for textures. Also, check out www.spiralgraphics.biz for software to make your own.

cjleonard
04-01-2007, 09:44 AM
Hey all..just a quick question.

I've done up this model, and pic 1 is 3ds rendering, pic 2 is in-game pic.

As you can see, the in-game differs greatly from the render. Just wondering if anyone's able to help me out with this problem? Many thanks in advance :)

http://img384.imageshack.us/img384/2952/trashcan1zn1.th.jpg (http://img384.imageshack.us/my.php?image=trashcan1zn1.jpg)

http://img71.imageshack.us/img71/5333/ingameyb5.th.jpg (http://img71.imageshack.us/my.php?image=ingameyb5.jpg)

superstrikertwo
04-01-2007, 05:25 PM
You have to adjust the colors in your 3D program. RCT 3 I believe uses ambient light so it makes colors look different.