Post by Chavez on Feb 26, 2006 12:56:26 GMT -8
This is how i do it...
1. change " Standard primatives " to " Extended primatives " ...
2. Select L ext - drag mouse and click a few times...
3. click the modify (rainbow icon) on right ...
4. change the Side length and Front length to your liking ... (dont forget we are working in meters,...1 meter = 3ft)
5. change side width to 0.2 ...
6. change front width to 0.2 ...
7. make height (for one story building) 3.33 ...
8. Side, Front, Width, Heigth segments set to 1
9. Now Edit-->Clone "Copy not Instance"...
10.Rotate that and make it line up with the other L ext...
11. Convert both to editable mesh ...
12. Attach one L ext to the other ...
13. Convert to editable mesh ...
13. Scroll back and select all the vertices on everything ...
14. weld all vertices at 0.1 ...
15. Right click your Perspective view...select Edged Faces ...
16. Right click your object select properties-->deselect edges only ...
17. Maximize your screen using min/max toggle (lower right) ...
18. On two of the four corners you will have to move the upper and lower vertices and weld them into one...your model shold have 16 vertices... 8 inside and 8 outside...
19. Now make a box that you will use to "boolean" a hole for the doorway (s)...click Create-->Standard Primatives-->Box ...
20. Drag mouse and click a few times ...
21. Click Modify ...
22. change parameters to: Length 1.0, Width 1.0, Height 2.33 ...
23. position (move) box where you want doorway to be (make sure the box is seen on both sides of the wall ...
24. I f you want more doors, then clone "Copy NOT Instance" and place them the same as step #23 ...
25. Select the house walls ... then change "standard primatives" to " compound objects " ...
26. Select Boolean-->Subtraction A-B-->Pick Operand B-->Select Box ...
27. Convert to Editable mesh ...
28. For more boxes Select Create-->Compound Objects-->Boolean-->Subtraction A-B-->Pick Operand B-->Select box ...
29. Convert to Editable Mesh
30. Some of the doorways may have missing polygons...Select all the edges from one side of the wall (3 of them)...Right click screen and select "Extrude Edges " ...
31. Extrude the edge by moving pointer over any of the edges selected, and left click and drag until the edges line up ...
32. Select Modify-->Vertices ...
33. scroll back and select all vertices once again...select weld and weld them at .15 ...
34. Make sure none of your walls or doorways are screwed up afterward ...For some reason when you use the "Boolean" command the vertices detach in places...
35. If you want to add walls inside the house Select Standard Objects-->Create-->Box and left click and drag and click a few times ...
36. Select Modify and change box parameters to Width 0.2, Height 3.33, and Length "your preference" ...
37. Select Edit-->clone "Copy NOT Instance" if you want more walls of the same length ...
38. Convert to editable mesh (the walls you just made) ...
39. Attach them to the Building ...
40. I had to Right Click-->Cut Polygons on the walls where the new walls i just made intersected,...then i moved the vertexes and welded them together...it helps with the texturing of the walls later ...
41. Next are the windows ...
42. Create-->Standard Primatives-->Box ... drag and left click a few times ...
43. Select Modify and change the parameters to length 1.0, Width 1.0, and height 1.5 ...
44. Move the box, (or boxes by cloning) to the desired window location(s) ...
45. Do steps 26-29 from above for these ...
46. Check to see if any window opening(s) have missing polygons ... If they do follow steps 30-34 ...
47. For Base of Building ...
48. Create box and make it the dimensions of your external wall...make the height 2 meters just to make sure you have enough to sink it into the ground...
49. Convert to editable mesh ... attach to Building ...weld vertices at the corners ...
50. the roof is simialr depending on what type of roof you want ...hopefully this will move you in the right dorection for making the roof ... It will follow the same guidelines as mentioned above ...
Last part is the texturing of the Model (which i hope you know how to texture...)
then Export the .bes to your Vietcong/levels/(Mapname)/objects folder...and the textures you used in 3dsmax to your Vietcong/levels/(Mapname)/tex folder...
Whew! (took all of 1.25 hours to write this....damn!)
Chavez
1. change " Standard primatives " to " Extended primatives " ...
2. Select L ext - drag mouse and click a few times...
3. click the modify (rainbow icon) on right ...
4. change the Side length and Front length to your liking ... (dont forget we are working in meters,...1 meter = 3ft)
5. change side width to 0.2 ...
6. change front width to 0.2 ...
7. make height (for one story building) 3.33 ...
8. Side, Front, Width, Heigth segments set to 1
9. Now Edit-->Clone "Copy not Instance"...
10.Rotate that and make it line up with the other L ext...
11. Convert both to editable mesh ...
12. Attach one L ext to the other ...
13. Convert to editable mesh ...
13. Scroll back and select all the vertices on everything ...
14. weld all vertices at 0.1 ...
15. Right click your Perspective view...select Edged Faces ...
16. Right click your object select properties-->deselect edges only ...
17. Maximize your screen using min/max toggle (lower right) ...
18. On two of the four corners you will have to move the upper and lower vertices and weld them into one...your model shold have 16 vertices... 8 inside and 8 outside...
19. Now make a box that you will use to "boolean" a hole for the doorway (s)...click Create-->Standard Primatives-->Box ...
20. Drag mouse and click a few times ...
21. Click Modify ...
22. change parameters to: Length 1.0, Width 1.0, Height 2.33 ...
23. position (move) box where you want doorway to be (make sure the box is seen on both sides of the wall ...
24. I f you want more doors, then clone "Copy NOT Instance" and place them the same as step #23 ...
25. Select the house walls ... then change "standard primatives" to " compound objects " ...
26. Select Boolean-->Subtraction A-B-->Pick Operand B-->Select Box ...
27. Convert to Editable mesh ...
28. For more boxes Select Create-->Compound Objects-->Boolean-->Subtraction A-B-->Pick Operand B-->Select box ...
29. Convert to Editable Mesh
30. Some of the doorways may have missing polygons...Select all the edges from one side of the wall (3 of them)...Right click screen and select "Extrude Edges " ...
31. Extrude the edge by moving pointer over any of the edges selected, and left click and drag until the edges line up ...
32. Select Modify-->Vertices ...
33. scroll back and select all vertices once again...select weld and weld them at .15 ...
34. Make sure none of your walls or doorways are screwed up afterward ...For some reason when you use the "Boolean" command the vertices detach in places...
35. If you want to add walls inside the house Select Standard Objects-->Create-->Box and left click and drag and click a few times ...
36. Select Modify and change box parameters to Width 0.2, Height 3.33, and Length "your preference" ...
37. Select Edit-->clone "Copy NOT Instance" if you want more walls of the same length ...
38. Convert to editable mesh (the walls you just made) ...
39. Attach them to the Building ...
40. I had to Right Click-->Cut Polygons on the walls where the new walls i just made intersected,...then i moved the vertexes and welded them together...it helps with the texturing of the walls later ...
41. Next are the windows ...
42. Create-->Standard Primatives-->Box ... drag and left click a few times ...
43. Select Modify and change the parameters to length 1.0, Width 1.0, and height 1.5 ...
44. Move the box, (or boxes by cloning) to the desired window location(s) ...
45. Do steps 26-29 from above for these ...
46. Check to see if any window opening(s) have missing polygons ... If they do follow steps 30-34 ...
47. For Base of Building ...
48. Create box and make it the dimensions of your external wall...make the height 2 meters just to make sure you have enough to sink it into the ground...
49. Convert to editable mesh ... attach to Building ...weld vertices at the corners ...
50. the roof is simialr depending on what type of roof you want ...hopefully this will move you in the right dorection for making the roof ... It will follow the same guidelines as mentioned above ...
Last part is the texturing of the Model (which i hope you know how to texture...)
then Export the .bes to your Vietcong/levels/(Mapname)/objects folder...and the textures you used in 3dsmax to your Vietcong/levels/(Mapname)/tex folder...
Whew! (took all of 1.25 hours to write this....damn!)
Chavez