3ds Max - Mesh Partitioning
Hello, I am trying to use 3ds meshes for my game. Meshes from max come out as one single mesh, however I like to have this mesh as a tree that is I want to divide it into smaller groups. Is there a way of doing this ? Thanks.
Well the method I used to solve this problem is a little bit boring, but I couldn't come up with a better idea:
You select all the objects in the scene and apply them an edit mesh modifier. Then you use the slice 'tool' to slice your scene the way you want to divide it (for example the game I was working on needed 64x64 patches). After that switch to the element level and select the squares (or whatever) you've just cut, and detach them. If you want you could group them or collapse them to a single object, but you might run into some material conflicts & crazy stuff so this step is kind of optional (after all, your scene is divided, right?).
That's it I guess, if someone comes up with a better idea, it'll save me a lot of work:)
You select all the objects in the scene and apply them an edit mesh modifier. Then you use the slice 'tool' to slice your scene the way you want to divide it (for example the game I was working on needed 64x64 patches). After that switch to the element level and select the squares (or whatever) you've just cut, and detach them. If you want you could group them or collapse them to a single object, but you might run into some material conflicts & crazy stuff so this step is kind of optional (after all, your scene is divided, right?).
That's it I guess, if someone comes up with a better idea, it'll save me a lot of work:)
Bye now. Must go and listen to some heavy metal.
use material id's say you have a tree. the leafy part and the wooden part.
so you would have a leaf texture, and wood texture and use matid's.
Then in your code you can get a list of triangles that belong to one matid and another list of faces that belong to the other matid.
so you would have a leaf texture, and wood texture and use matid's.
Then in your code you can get a list of triangles that belong to one matid and another list of faces that belong to the other matid.
Quote:
Original post by Rockin
Well the method I used to solve this problem is a little bit boring, but I couldn't come up with a better idea:
You select all the objects in the scene and apply them an edit mesh modifier. Then you use the slice 'tool' to slice your scene the way you want to divide it (for example the game I was working on needed 64x64 patches). After that switch to the element level and select the squares (or whatever) you've just cut, and detach them. If you want you could group them or collapse them to a single object, but you might run into some material conflicts & crazy stuff so this step is kind of optional (after all, your scene is divided, right?).
That's it I guess, if someone comes up with a better idea, it'll save me a lot of work:)
I guess it is not very easy to come up with a better solution. Is there a way to put this effort into a maxscript so that the terrain can be partitioned with a single button.
Any ideas how to do this ?
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