So I've decided (56k)
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soraflair
- Posts: 394
- Joined: 2005-09-12 20:31
Unfortunately, I can't save it as max.'[R-DEV wrote:IronTaxi']you can upload it to me and ill have a look at it... I need it saved as a MAX document though...
might be fun to texture as well.. ill give it a go...
Here are my options
- .3ds
.dwg
.dxf
.kmz
.dae
.fbx
.obj
.wrl
.xsi
Hopefully this will be enter able, and you will have to watch the windows to enemy fire n' stuff.
Last edited by soraflair on 2007-03-11 01:54, edited 1 time in total.
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soraflair
- Posts: 394
- Joined: 2005-09-12 20:31
I did a couple things on the side. . .77SiCaRiO77 wrote:i want american statics![]()
Made a small firing base, although the windows are sealed.

THen I never finished this little jail.

That's about it, I can't really export or anything my sketchup pro trial is done with, I need some form of registration. The regular program cost 200 something so there goes that.
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Fenix16
- Posts: 402
- Joined: 2007-02-12 05:55
'[R-CON wrote:soraflair']Unfortunately, I can't save it as max.![]()
Here are my options
- .3ds
.dwg
.dxf
.kmz
.dae
.fbx
.obj
.wrl
.xsi
Saving it as 3ds is entirely compatible with 3ds max. I think the other guys trying to open the file as opposed to creating a new Max file and importing it.
Its hard to make things in sketchup that arent either perfectly rounded or have clear and distinct angles. Touching it up to make the damage look more realistic would be the job of whoevers editing it in 3dsmax.Raniak wrote:The destroyed wall look too "cartoony" ...
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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soraflair
- Posts: 394
- Joined: 2005-09-12 20:31
See I had sketch up pro 5, but the new version came out, with better features. There are no key gens out yet for sketchup pro 6.El_Vikingo wrote:Can you register by phone?
If so just get a keyg3n and type in the code it provides, it will register without checking the code on the internet.
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vfn4i83
- Posts: 110
- Joined: 2006-06-17 06:24
I heard that Blender could do the job.
It import and xport in the format u need, if no loss and controling the normals.
http://blender.org/cms/Home.2.0.html
Info and pluggin
http://www.blendernation.com/2006/05/11 ... o-blender/
http://www.blendernation.com/2006/06/18 ... rsion-017/
It import and xport in the format u need, if no loss and controling the normals.
http://blender.org/cms/Home.2.0.html
Info and pluggin
http://www.blendernation.com/2006/05/11 ... o-blender/
http://www.blendernation.com/2006/06/18 ... rsion-017/
Last edited by vfn4i83 on 2007-03-12 19:33, edited 1 time in total.
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soraflair
- Posts: 394
- Joined: 2005-09-12 20:31
I found another way of "Fixing my problem"'[R-DEV wrote:IronTaxi'].3ds is great... and that first archway i would like to take a look at please...pm me a download link..
This is what poped up when it was exported as a 3DS
SketchUp Entities processed:
Faces: 444
Cameras: 1
Materials: 1
3DS Entities exported:
Triangles: 1622
Cameras: 1
Materials: 1
Anywho
http://download.yousendit.com/3CA2695446D6934D
There is is.
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
hey sora i got your file and spent some time on it...
its pretty good but there are some fatal flaws that make it tough to texture...
id like you to try it again.. cause i think it is a great model for the insurgents and would have a great home in several coming maps...
my hints and tips...
1.alignment... USE snaps and grids to make sure everything is aligned.. I found that alot of the details were not in line and/or they were a little bigger on one side and not the other etc...
2. create the building as 2-3 seperate pieces.. for example...i cut it up in max into the following section fro texturing...
top bump roof cap bit one mesh
main building one mesh
entrance pillars and connected blocks one mesh
fancy doorways on the inside one mesh..
this make is much easier to texture later...trust me!
also I opened up the inside and made rooms through the 2 big doors.. looks cool!!!
let me know if you wanna have a second go at it with some assistance...
PM me...later...
ill send you my version of that building soon... good work though...this is the first big step..i can help you along if you are serious...
its pretty good but there are some fatal flaws that make it tough to texture...
id like you to try it again.. cause i think it is a great model for the insurgents and would have a great home in several coming maps...
my hints and tips...
1.alignment... USE snaps and grids to make sure everything is aligned.. I found that alot of the details were not in line and/or they were a little bigger on one side and not the other etc...
2. create the building as 2-3 seperate pieces.. for example...i cut it up in max into the following section fro texturing...
top bump roof cap bit one mesh
main building one mesh
entrance pillars and connected blocks one mesh
fancy doorways on the inside one mesh..
this make is much easier to texture later...trust me!
also I opened up the inside and made rooms through the 2 big doors.. looks cool!!!
let me know if you wanna have a second go at it with some assistance...
PM me...later...
ill send you my version of that building soon... good work though...this is the first big step..i can help you along if you are serious...
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soraflair
- Posts: 394
- Joined: 2005-09-12 20:31
Thanks for the tips, yeah I guess I can have another go at it, you meen improving on what you did or?'[R-DEV wrote:IronTaxi']hey sora i got your file and spent some time on it...
its pretty good but there are some fatal flaws that make it tough to texture...
id like you to try it again.. cause i think it is a great model for the insurgents and would have a great home in several coming maps...
my hints and tips...
1.alignment... USE snaps and grids to make sure everything is aligned.. I found that alot of the details were not in line and/or they were a little bigger on one side and not the other etc...
2. create the building as 2-3 seperate pieces.. for example...i cut it up in max into the following section fro texturing...
top bump roof cap bit one mesh
main building one mesh
entrance pillars and connected blocks one mesh
fancy doorways on the inside one mesh..
this make is much easier to texture later...trust me!
also I opened up the inside and made rooms through the 2 big doors.. looks cool!!!
let me know if you wanna have a second go at it with some assistance...
PM me...later...
ill send you my version of that building soon... good work though...this is the first big step..i can help you along if you are serious...
I'm a bit lost.
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Griffon2-6
- Posts: 2487
- Joined: 2006-05-26 04:21
You'd probably have to re-do it. Snap all your straight parts to the grid now, it'll probably be a lot easier. For example, if you want an overhang, snap it to the X and Z axis and then lift it up. It'll be 90 degrees to the ground. This way, things will also go a lot faster, I learned that from making my map.
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
id prefer if you did it again from scratch cause you almost got it but you messed up on the alignments was the big one...
i tried to align it adn did fair job but i couldnt quite get it... be very precise in using a grid or snap... dont accept any deviation and you will be much happier with the final result...
on option it to build half and then simply copy it and bingo other half is finished...mirror image kind of thing...once again i dont know your modelling progrm but you should be able to do it...
i would model the main building.. then the doorways seperately because they are so detailed...then the front part with the pillars...then the fancy roof cap adn finally the mg nests on either side...
cheers..happy modelling
i tried to align it adn did fair job but i couldnt quite get it... be very precise in using a grid or snap... dont accept any deviation and you will be much happier with the final result...
on option it to build half and then simply copy it and bingo other half is finished...mirror image kind of thing...once again i dont know your modelling progrm but you should be able to do it...
i would model the main building.. then the doorways seperately because they are so detailed...then the front part with the pillars...then the fancy roof cap adn finally the mg nests on either side...
cheers..happy modelling






