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  1. #1
    Senior Member Senior Member hoggy's Avatar
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    Default Re: Vercingetorix

    The way I use is: in element mode select and drag each of the elements in turn. If they don't move away from the body cleanly there's your bad vertex. Probably not the best way but you normally have an idea where the stray verts might be and there aren't that many elements.

  2. #2
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Vercingetorix

    I'm in a sharing mood, so I tell you how I make sure of these things!

    I find the best way is to always make sure your elements never become attached, but this isn't always possible.

    I identify the areas that should be detached (any part of the body that isn't saemlessly connected to its neighbours in the texture should be detatched to its own element!) then using the poly or face tool, I select the part of the body that should be detatched (limbs and head are pretty safe bets) makeing sure I have all faces/polys that make up that element, and no more, then on the right hand pane, hit detach (like if you wanted to detach a head to import into another model) and make sure the 'detatch to element' check box is selected. Hit ok, and its done! (I'm using 3dsMax 7, so this may not be possible in earlier versions, sorry).

    Another good tip is you don't have to fire up RTW to see if you got and texture warping! Just reset your 3ds session (or better still, fire up new session) and import the model you just exported. Generally you can see if there are any problems or not, but always take another look in RTW! But hey, you are going to test the finished model atleast once, so thats no issue.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  3. #3
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Vercingetorix

    Thanks you two. The problems I was having were on my own new models so the whole thing was warped so it was not as easy to tell which vertexes were causing the problem. Luckily this meant I could just break all vertexes but I just wanted to know for future reference so thanks again

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