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Topics - VanderAGSN

#1
Hi! I'm trying to replicate the original mesh which is currently a mountain.
At first I tried to conform to the usual meshes, and it worked.









But with displacements it doesn't work at all. So I'm wondering how I could solve this issue

I don't know what else could make the displacements repeat the shape of the original mesh, so I really need your help. Thanks
#2
Hi, i have a issue with textures in 3ds max from hammer. Here's how it looks in hammer -


and how looks it in 3ds max.





All textures look like this, however I can provide all the data that can help solve the problem. Why they look this in 3ds max I can not understand, so I ask for your help, thanks.

"WorldVertexTransition"
{
"$basetexture2" "zaton/zaton_terrain_expos"
"$basetexture" "zaton/zaton_terrain_expos"
        "$detail" "z-o-m-b-i-e/STALKER/detail/detail_bitum_det2"
"$detailscale" "125"
"$detailblendfactor" "1.0"
"$detailblendmode" "0"
"$surfaceprop2" "dirt"
"$surfaceprop" "grass"
                "%detailtype" "forest_floor_01"
}
#3
Hello! I am learning a little about 3ds max on your advice, and it really good for me. Thank. But I have one problem that I would like to solve.


I need to make mountains with rocks along displacements or area polygons and etc, but what I just did not try is that I can't clone props so that they stay with the modifier "WallWormMDL". I tried scatter, but it does all the objects in one mesh, and the only way out is to press Editable Poly, but there's no point in it.

Alas, I ask you not to offer me paid plugins, because free money will appear on the purchase of Wallworm Pro and the remaining additions only when I finish the project. Huge thanks
#4
Hi!
Little by little I'm starting to learn 3ds max, and so far I have no opportunity to switch to 3ds max 2019, but everything suits me here except for the annoying bright colors of materials that I think should be normal. How can i do this? And is it even possible to turn off the colors? I want white material with black wireframe





Huge thanks for your answers!
#5
I have many brushes that are slightly shifted along one axis in a very small direction. When exporting these brushes to vmf, they are not accepted. As far as I know, in the hammer there is protection against this, and after saving the vmf map - re-entering it - the brushes automatically become planar. Is there any way to make polygons / brushes planar in wallworm / 3ds max? Thanks
#6
I apologize for the huge screenshots. I do not know how to put them in the spoiler. I ask administrators to correct and not close the topic because it is important for me. Thanks

Hey. I am doing a project in another program, because it is easier for me with the interface there. This is Cinema 4D, so I prepared a scene

from there, this is one huge object with quads, exported to fbx for 3ds max. I tried to export small 8x8 polygons objects, after which a window appeared with the inability to apply polygons to displacement
.
Nevertheless, I wonder if it is possible to take a ready-made terrain, and already in 3DS Max it is easy to make displacements from this?



P.S. If there is no Editable Poly modifier, and Plane from 3DS Max is used with the Plane modifier, then everything works. With Editable Poly it is not possible to make displacements from it. I will be very happy to help, thanks
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