Skulk Hunter ( Another Gun Model )
ayumbre
Join Date: 2003-02-11 Member: 13406Members
this will be a lmg <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
Anyway, really cool model.
-GF
MUCH better
lol thanks but i have a little problem..........i dont know how to skin and animate !!!!!!!! ROFL
To skin it, (not sure about HL 'cause I've never skinned an HL model), you gota have one single texture with all your gun pieces (min 256X256 resolution but again I've never modeled for HL) and use a combination of the Material Editor to assign it to your model and then apply an UVW Unwrap modifier to apply each faces with the problem skin coordinates.
Are you planning to release this for HL ?
If so, there are no plugin exporters in GMAX for that (unless one of the Maxscript guys have done something).
You could however, export it as Quake-3 MD3 format. That plugin comes with the Tempest gamepack. You could simply copy that plugin from the Tempest plugin folder, to the GMAX plugin folder. That way you won't need Tempest to do MD3 models. Then once you are satisfied with your model, export it (frame 0 no tags) and use NpherNo's MD3 compiler to fix the normals (MD3 exporter bug), then use MilkShape to fix the texture paths (another MD3 exporter bug). Sorry for the MD3 bugs but TiCal the creator of it is nowhere to be found and his last version (which I have a copy of the source code thanxs to him) is for 3d max only. The GMAX MD3 is an old version. I'm trying to fix this but things are extreamly slow because of communication problems (with TiCal and Discreet).
P.S. : remove all faces that will never be seen by anyone. These faces are risining the poly amount of any model and are useless. For example the other end of your cannon that enters the gun part, might have faces (polygons) at it's end.