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Enforce   Posted 29th Aug 2007 7:45am
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How can I change a high poly model to a low poly model in 3d max?
These meshes have too many faces, I need to change it to low poly.

Can someone tell me how to do it ?
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Enforce   Posted 29th Aug 2007 8:10am
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I think I might know how to do it. I might have to click on the model part that's too high poly and then click the modify button to bring up the model's brush properties and it should show a window with settings of the brush including the number of splits it has and I
should beable to adjust the settings to reduce the number of faces down on it.
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Enforce   Posted 29th Aug 2007 9:37am
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Ok first I loaded my model up into 3dsmax42.
Then Changed the bmp texture to tga.
Loaded the texture onto the model.

Then tweaked the :W 00 parameter (under bitmap button) to get the texture to wrap around the model...All looked well, texture wrapped around it

Selected the model, and then exported it to V3D
Ran Ccrunch.exe converted to V3M.

no issues..

Then ran VPP BUILD, loaded up the meshes.vpp file, added in the new model as well as
the tga texture for it. packed it.

Then edited the Clutter.tbl and added the new entry.

Then ran the Red editor to test new model in the list to find that the texture
didn't even wrap around the model during the export and is all grey.

Now I'm left wondering why the texture wrap didn't work when I converted it to V3M
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Aug 29th, 11:44am by Enforce
goober   Posted 29th Aug 2007 3:42pm
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erm..... because you didnt include the texture with the vpp file? Thats the only thing that would cause it to turn up grey. Either that or you did pack it, but renamed it first.
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Enforce   Posted 29th Aug 2007 11:44pm
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I did put the TGA bike texture with the Model in the Meshes.vpp packfile
and it should've shown it up with the texture wrap, but I see no wrapped texture whatsoever.

The bike texture itself had a gray background with the bike image in the middle and you just slip it over the model and adjust it till it fits. It is a tga texture.

But after fitting the texture on the bike and exporting and converting the model to v3m and packing the tga and model together in the meshes vpp, all I see is just the grey background of the texture showing up on the model. It didn't wrap the texture and I don't know why.

However, I find the VRML feature in Red handy to save time in building things
and export to 3ds max to convert it into a model. So the swap texture event should
work on clutter objects as well as entities.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Aug 31st, 07:18am by Enforce
RF Grim Reaper   Posted 9th Sep 2007 10:01pm
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Are you sure the .tga is within the allowed RF dimensions?
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Assman15    Posted 10th Sep 2007 12:30am
Post 608 / 2085
Quoting RF Grim Reaper
Are you sure the .tga is within the allowed RF dimensions?


Just a little more detail to what RF Grim Reaper said. The max texture size is 1024x1024 requiring both height and width to be multiples of two.
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goober   Posted 10th Sep 2007 1:01am
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Acually i think they have to be multiples of 16.. Ive never seen one lower than that...
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Enforce   Posted 10th Sep 2007 4:18am
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Texture was 256 x 256

The texture is not showing at all on the model even though its in the meshes vpp with the model and I'm going, wha?

baffled.
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goober   Posted 10th Sep 2007 10:28am
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Try sticking it in one of the maps.vpp's. I dont really think Volition anticipated people trying to run textures through a root directory for models...
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