I feel so retarded now............oh well at least now I can start trying to model.
I feel so retarded now............oh well at least now I can start trying to model.
Take it easy, not everyone knows everything.
I seriously doubt anybody here can help me, but I've tried searching EVERYWHERE else. I'm trying to drape cloth over objects in max, but the cloth keeps "ripping." Example:
And sometimes it's REALLY bad:
I've gotten it to work perfectly before, as shown by this picture:
But I can't seem to duplicate the results. Anybody know how to fix this? (btw, I'm doing this with the cloth modifier)
Looks good tho. Partially.
try changeing the "weight" of the cloth. it may be ripping cause its got too much weight and its pulling through polys.
Make sure that the cloth has concave mesh selected in the reactor property editor and select avoid self intersections in the reactor cloth modifier.
lower your collision acuracy or whatever it's called, cba looking for what it's called.
collision threshhold or something
open the bitmap it compiled (the one with the error cant extract sprites...) and you will notice there is no bitmap. THAT is causing your exception. i have had it happen many timees.
The way i fix this is i go into photoshop, use the magic wand brish, set tolerance to 0. select the blue, and use fill bucket with a tolerance of 255 with pure blue. Then use select inverse, and hit CTRL-copy. then go to file-new and look at the size. If it is not in the power of two, your sprite is the wrong demensions. if it IS in the power of two, then paint all the edges that border the blue with a solid black or grey. also make sure your blue border has no solid blue pixels out of line....
Bumping a three year old thread.
I posted that over at Halomaps, but I haven't gotten a good reply yet. Even if I can't get the texture to glow, I would like it to be brighter than the lightmaps around it. I know some of you are good with shaders, so me know if what I'm trying to do is possible. Also, do cubemaps on shader_environment tags work with scenery models? It's not shining like it does on the BSP.I am trying to give a texture on my scenery model a general glow. From what I've seen so far, lens flares on shader_environment tags don't work on scenery models, despite being the only shader with that capability (from what I can see, anyway). Since that didn't work, I then tried to use a solid green multipurpose map in a shader_model tag for uniform self-illumination. That didn't work either, but I'm not sure whether I'm just doing it wrong or if it's just not possible.
TL;DR: How make scenery glow through shaders?
Edit: On closer inspection it appears as though I missed the lens flare field in shader_transparent_chicago. That should work...
Last edited by LlamaMaster; July 14th, 2010 at 01:32 PM.
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