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Adding Default Buildings in Gmax [message #367101] Mon, 12 January 2009 17:54 Go to next message
Altzan is currently offline  Altzan
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This is my big problem, and I couldn't find any good solutions for it, perhaps some of you might have a good method.
I want to easily integrate the buildings into a level in Gmax. But the only way I know of to do that is to delete parts of the ground and line the hole up around the building (for ones like Power Plant, which has many vertices at the base, can be time-consuming).

This, as far as I know, may be the only method. But does anyone know how to place the buildings onto the ground in Gmax with a more efficient process?


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: Adding Default Buildings in Gmax [message #367103 is a reply to message #367101] Mon, 12 January 2009 18:28 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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I think buildings.zip in here are they not sure tho
http://ftp.games.skynet.be/pub/ftp.westwood.com/renegade/tools/
Re: Adding Default Buildings in Gmax [message #367108 is a reply to message #367101] Mon, 12 January 2009 19:03 Go to previous messageGo to next message
Altzan is currently offline  Altzan
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I already have the buildings Huh It's just that, if you plop them onto your ground in Gmax, it looks extremely ugly ingame. You have to make a hole in the ground for each building and morph the hole to fit the building.

Really Dumb Example (Will Lower IQ)


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: Adding Default Buildings in Gmax [message #367112 is a reply to message #367101] Mon, 12 January 2009 19:18 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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use the Boolean tool there is a tut on renhelp.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Adding Default Buildings in Gmax [message #367114 is a reply to message #367101] Mon, 12 January 2009 19:38 Go to previous messageGo to next message
Mauler
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You may need to know your way around Max or Gmax to understand this, hopefully you do.

Best way i find to do this is to simply extrude all of the buildings edges and extrude them outward. Detach the newly extruded mesh surrounding the building, you may have to align/weld vertices to make a uniform mesh around it. Also remove any uv's and textures from the surrounding mesh and your left with nice "tmp" ground surrounding your building that can be welded to terrain mesh.
Re: Adding Default Buildings in Gmax [message #367120 is a reply to message #367101] Mon, 12 January 2009 20:14 Go to previous messageGo to next message
Altzan is currently offline  Altzan
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Thanks for the replies, I'll give it a shot Thumbs Up

I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: Adding Default Buildings in Gmax [message #367313 is a reply to message #367120] Wed, 14 January 2009 09:59 Go to previous messageGo to next message
LR01 is currently offline  LR01
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don't the buildings come with a ground mesh with the holes in it?

Moding can be real Fun...
Re: Adding Default Buildings in Gmax [message #367317 is a reply to message #367101] Wed, 14 January 2009 11:51 Go to previous messageGo to next message
Fabian is currently offline  Fabian
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You can extend the bottom of the building walls so that buildings can be placed on slanted ground. The red line is the original bottom of the power plant.

index.php?t=getfile&id=9065&private=0

[Updated on: Wed, 14 January 2009 11:51]

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Re: Adding Default Buildings in Gmax [message #367331 is a reply to message #367313] Wed, 14 January 2009 14:17 Go to previous message
Altzan is currently offline  Altzan
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LR01 wrote on Wed, 14 January 2009 10:59

don't the buildings come with a ground mesh with the holes in it?


Yeah, but they're not flat, I likem to start out flat and then mess around with height later.


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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