PinkyandBrains Beginners guide
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Part 2 is planned to be released on this weekend… hope to keep the schedule
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Gentlemen fasten your seatbelts it’s finally time for Part2!!!
I’ve uploaded the files to the first post in the Thread. Part 2 comes as a single document and additionally i’ve uploaded a bundle which will be kept up to date with new parts for those who whant everything in one spot!
Let me know what you think guys i’m looking for feedback!
Regards
PB -
Nice and simple. Not too much details for the start, which is a good thing. But you have to play with 3D Max and use the Tutorials that are within. The program is extremly filled with stuff that you in 80% will never use… But anyway! I’m feeling more confident with it allready. Keep it goin that way. For more detailed explenations i can pm you anyway
Am i the only one who thinks this is sticky worth? It’s a good start for every Mod beginner…
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…Am i the only one who thinks this is sticky worth? It’s a good start for every Mod beginner…
Done
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Just awesome im a following your guides
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is it only valid for 30 days?
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What do you mean nego?
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After you register on the website, you download the pakage. After the installation, you have to register ‘your’ installed copy (not the website registration!). You will have to start the registration with the website account you made before. After that you will recive your activation key. Otherwise you’re stuck with the 30 days trial…
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Did i miss something in the guide? After you registered your copy your license will be valid for 3 years.
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Don’t know if the version 12 installer has a change, but at one point you have the choice between 30 days trial or a registered copy. You have to choose the registered one, fill out all the forms to input your key… at least i had no other chance… mine is now valid for about 1078 days…
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Thanks for all your work.
Will have some fun with this. -
Hello and thanx for the guides… I just cleared some basic stuff like the vertical planes and images… gives me a hard time and lost 3 days trying to figure out how… U should rename your thread name…
Could u please help on a problem I have?I use GhostTown Plugin. My point is to use lines to create the road path of a city so that they can be used as building blocks segments (as the squares of a grid imagine) I do that than I select the points and use fuse and weild to connect them all together but when I go to create an editable poly only some areas show up from the whole sketch… how can I fix this? My thought goes to elevation cause I see some points are not at the same level as others (I accidentally move them) how can I align them all to the same level? Also problem might be at connecting the points. some lines are to be connected at the middle of the other line where there is no point how do I connect them? some times I used the connect from refine… is that correct?
thanx in advance…
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To move a vertex in a spline you can use snaps while limiting the axis to the Z axis or use the transformation type in (F12 and also near bottom of the screen) to enter coordinates.
Spline segments can be divided to create extra vertices or you can bind an end vertex to a segment which puts it somewhere around the centre.
Refine works fine.
I couldn’t understand what the issue “some areas show up from the whole sketch” means, maybe some screen shots.
Regards
Dave -
yes sir it’s on the way… please wait online a bit…
ok thanx
now this is the line I created: (Don’t ask how… lol I press here and there like a blind man… refine connect and fuse wield I used to connect them)
when I rightclick convert to poly I get this:
So when I use GhostTown it builds only on that area…
Edit: Sorry I posted the same pic twice now it’s ok…
Also this is the rest of the line…
and the same not closed is the down left corner…
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What are you expecting to get?
Do you want a polygon that encloses the entire perimeter? Something like:
Regards
Dave -
yes kinda… and after making it a poly to be able to select each segment at a time… as my first pic the red colored line area I call it a segment… if I build that than it gives a building block and on the red line it creates the road.
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You will only be able to convert closed splines to polygons. You could duplicate some edges so you can close all the splines. Or edit your poly, insert vertex where needed and snap move them to your spline vertices.
Regards
Dave -
You will only be able to convert closed splines to polygons. You could duplicate some edges so you can close all the splines. Or edit your poly, insert vertex where needed and snap move them to your spline vertices.
Regards
Daveedges are the yellow ones?
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The edges are any. You need to close the splines. You can select segments of a spline and detach/copy them. You could also look to make the perimeter a closed spline first and then the splines inside the perimeter wont need to be closed.
Regards
Dave -
The edges are any. You need to close the splines. You can select segments of a spline and detach/copy them. You could also look to make the perimeter a closed spline first and then the splines inside the perimeter wont need to be closed.
Regards
Davethanx m8 that was the problem… I have to close the line every time (easy)… I was jumping to the next without closing them (I thought it did it automatically :lol: ) … I redone the sketch also had to unselected start new object… now seems to work ok. Damn beginners stuff… The good thing is that way looks way like CorelDraw and to create curved lines is exactly the same… helps allot on ring roads that are way curved…
Really thanx Dave m8 I really appreciate it…
Finally Volos is building up very very close to the real deal…