3dsmax Rendering Support Topic

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Jordan





Posts: 1167
Joined: Sun Nov 28, 2004 7:46 am
Location: Certified Masshole

Post by Jordan »

thanks to UnlockedTitan i was able to get my stuff fixed. all i had to do was sl the trial of Max 8 and it worked fine.

you dont extract alpha maps, they come in the original textures. if you're using photoshop, just open the regular armor texture and under your layers palette (F7) click channels. select the alpha channel and hit CTRL+A, CTRL+C, CTRL+SHIFT+~, CTRL+V, then CTRL+E to merge it.
all that does is copy your alpha and paste it over your regular texture. then just save it as whatever you want :)
User avatar
Lavix




Recreator Connoisseur

Posts: 439
Joined: Thu Sep 29, 2005 7:10 pm
Location: Ohio
Contact:

Post by Lavix »

Whenever I try to import the Elite model in 3ds max 8 it gives me this error:

Image

Any help would be most appreciated.
UnlockedTitan





Posts: 293
Joined: Wed Apr 27, 2005 6:51 pm

Post by UnlockedTitan »

How are you extracting the model first off, with ADI?
User avatar
trepdimeflou




Architect Socialist Recreator Snitch!
Vector Trickster Firestorm

Posts: 727
Joined: Sat Dec 25, 2004 12:50 pm

Post by trepdimeflou »

I would try re-installing or repairing your current max install; it looks like a corrupted file to me.
Image
User avatar
jordanimal




Recreator

Posts: 678
Joined: Wed Nov 16, 2005 1:41 pm
Location: Houston, Texas
Contact:

Post by jordanimal »

Hello guys. I was wondering how to even extract a model...I know its noobish but i have no idea. And also if I extract and convert to work with Inventor, Will Inventor Studio's lighting scenes and textures work with it ?

Edit: I know this is 3ds max but since almost no one uses inventor i thought i would as in here.
Image
Jordan





Posts: 1167
Joined: Sun Nov 28, 2004 7:46 am
Location: Certified Masshole

Post by Jordan »

look around in utilities for ADI 2.0
it has a model extractor that's pretty self-explanatory.
User avatar
jordanimal




Recreator

Posts: 678
Joined: Wed Nov 16, 2005 1:41 pm
Location: Houston, Texas
Contact:

Post by jordanimal »

Jordan wrote:look around in utilities for ADI 2.0
it has a model extractor that's pretty self-explanatory.
Oh thanks.
Image
User avatar
Lavix




Recreator Connoisseur

Posts: 439
Joined: Thu Sep 29, 2005 7:10 pm
Location: Ohio
Contact:

Post by Lavix »

UnlockedTitan wrote:How are you extracting the model first off, with ADI?
When I extract the model with Chr2 it doesn't work. So i used ADI and it won't open. This error just comes up. I can import other OBJ models just not the ones extracted from Halo2. I could open the halo1 models and everything. I'm gonna try to reinstall 3ds max 8. If that doesn't work, i'm gonna re-download it.
Jordan





Posts: 1167
Joined: Sun Nov 28, 2004 7:46 am
Location: Certified Masshole

Post by Jordan »

you're extracting as wavefront obj right?
User avatar
Lavix




Recreator Connoisseur

Posts: 439
Joined: Thu Sep 29, 2005 7:10 pm
Location: Ohio
Contact:

Post by Lavix »

yes
Ethiopian





Posts: 14
Joined: Fri May 20, 2005 7:39 pm

Post by Ethiopian »

i have the same problem all you have to do is download milkshape and import the object you extracted (i always use dark matter) export that as a wavefront obj then import it in 3ds max 7 then if you want to reinject that model you have to put it through milkshape again
User avatar
BFIGHTER
Readers Club





Posts: 273
Joined: Mon Feb 28, 2005 4:26 pm
Location: --->
Contact:

Post by BFIGHTER »

I am not sure on how to put cubemaps and stuff on my visor.
www.yayap.com Aquetias or somebody posted alot of cubemaps and Im not sure how to use them. I know this is a very general question, sorry.
like what ya see?
Aim me for details.
User avatar
neodos
Readers Club




Artisan Miner

Posts: 1394
Joined: Thu Aug 12, 2004 11:57 am

Post by neodos »

Jordan wrote:thanks to UnlockedTitan i was able to get my stuff fixed. all i had to do was sl the trial of Max 8 and it worked fine.

you dont extract alpha maps, they come in the original textures. if you're using photoshop, just open the regular armor texture and under your layers palette (F7) click channels. select the alpha channel and hit CTRL+A, CTRL+C, CTRL+SHIFT+~, CTRL+V, then CTRL+E to merge it.
all that does is copy your alpha and paste it over your regular texture. then just save it as whatever you want :)
Thanks but i have an AZERTY keyboard so i dont know where is the "~" key and my photoshop is in french.

So what must do "CTRL+SHIFT+~" ?
Jordan





Posts: 1167
Joined: Sun Nov 28, 2004 7:46 am
Location: Certified Masshole

Post by Jordan »

all that does is change from channel mode back to layr mode.. just paste it over your original background in layers
Jspgameboy





Posts: 14
Joined: Wed Jun 23, 2004 6:51 pm

This is not related but please help!

Post by Jspgameboy »

Ok this is not a related problem to this post but i really need to know how to do this.

When im modeling and moving and rotating its not showing the axises on any of the like the circle when you rotate an object or the square with the x,y,z axis. How do i get this to work? :(
UnlockedTitan





Posts: 293
Joined: Wed Apr 27, 2005 6:51 pm

Post by UnlockedTitan »

press the x key on your keyboard
Jspgameboy





Posts: 14
Joined: Wed Jun 23, 2004 6:51 pm

Post by Jspgameboy »

it didnt work :(
UnlockedTitan





Posts: 293
Joined: Wed Apr 27, 2005 6:51 pm

Post by UnlockedTitan »

explain in detail of your problem, im confused on what it is.
Jspgameboy





Posts: 14
Joined: Wed Jun 23, 2004 6:51 pm

Post by Jspgameboy »

I sent you a PM explaining
User avatar
trepdimeflou




Architect Socialist Recreator Snitch!
Vector Trickster Firestorm

Posts: 727
Joined: Sat Dec 25, 2004 12:50 pm

Post by trepdimeflou »

To All:
Please use this topic instead of posting in Veegie's render gallery thread, thanks =)
Image
Post Reply