What steps would I have to go through to port a newly constructed model into MYTH2
lets say I already have the model constructed and textured in 3d studio Max= a tall ruined gothic style temple half swallowed by the earth with a ramp like fortification point made of rubble :
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will the model support MASKs: flat textures with transparencies
ex: see through vines; rod iron bars
poly count limits
say it were a bridge- how do i dictate how it modifies or attaches to the terrain
I sculpt betta clay dan Nyx herself... but CAN I???
- BambooStew22
- Posts: 67
- Joined: Wed Jun 22, 2011 10:02 am
- Location: Ohio
Re: I sculpt betta clay dan Nyx herself... but CAN I???
Someone more model savvy than I can jump in and correct any outdated info or limits, but an old VistaCartel mapmaking Q&A had the following to say about making models for Myth (Figure it's a good starting list. I'd love to have it updated if it is inaccurate)
-------------------------------from VISTA CARTEL ------------------------------------------
Model must be a triangle mesh provided in 3DMF format from Meshwork or from FormZ with optimiser.
(I believe Meshwork is a MAC PPC (not OS X) only application -- vr)
The textures must be UV mapped and be no larger than 256 pixels squared.
The textures may only have dimensions that are to the power of 2 (2 4 8 16 32 64 128 256).
The model may not exceed 512 polygons (in reality myth crashes around 509).
Be careful of normals on polygons. In myth they may not be two sided, one side will be transparent.
There is a limit of 128 models within Myth. This limit also includes animodels.
There is a set limit of the number of frames an animodel may have. About 32 frames for all animodels on a map (I believe).
And you may not have more than 8 unique animodels on a map. From this you may conclude that models are a pain and that Myth sucks. I would agree.
-------------------------------from VISTA CARTEL ------------------------------------------
Model must be a triangle mesh provided in 3DMF format from Meshwork or from FormZ with optimiser.
(I believe Meshwork is a MAC PPC (not OS X) only application -- vr)
The textures must be UV mapped and be no larger than 256 pixels squared.
The textures may only have dimensions that are to the power of 2 (2 4 8 16 32 64 128 256).
The model may not exceed 512 polygons (in reality myth crashes around 509).
Be careful of normals on polygons. In myth they may not be two sided, one side will be transparent.
There is a limit of 128 models within Myth. This limit also includes animodels.
There is a set limit of the number of frames an animodel may have. About 32 frames for all animodels on a map (I believe).
And you may not have more than 8 unique animodels on a map. From this you may conclude that models are a pain and that Myth sucks. I would agree.
Re: I sculpt betta clay dan Nyx herself... but CAN I???
you will need a 3d app that can export 3dmf
apathy (to import model to myth)
ideally Vegas, to modify model behavior
and either amber or oak to perfection collections/textures
apathy (to import model to myth)
ideally Vegas, to modify model behavior
and either amber or oak to perfection collections/textures
- BambooStew22
- Posts: 67
- Joined: Wed Jun 22, 2011 10:02 am
- Location: Ohio
Re: I sculpt betta clay dan Nyx herself... but CAN I???
I am a PC... where can I get an "apathy" and "vegas">??
Re: I sculpt betta clay dan Nyx herself... but CAN I???
ah....forgetabout it
so far only in mac and os9 classic
maybe one day oak can port that function, but dunno when or if possible
so far only in mac and os9 classic
maybe one day oak can port that function, but dunno when or if possible