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Billster

bit map

Ok less say i ripped a track part from oh less say nhood1 & i would like to use it on Museum track. but when i got the peace to the muse track all the colors on the peace was wrong.. & if i change it to what i need it to be the colors of something elsa changes...ok its like this the track part i have go's with ( nhood1a ) & i would like to change it to bit map ( nhood1b ) how can that be done. sometimes this happens to me when i rip a track peace for new tracks. but i end up not being able to use it cause of what bit map it go's with. someone let me know something................. Question
Billster
hilaire9


hey bill, rvGlue has a texmap option. I don't know too
much about it, but I can remap entire BMPs.
The command is: (first rename nhood1.w to editor.w)

create nhood1

editor.w (

texmap a:*:*=b:*:*

)


In the above example it remaps the entire A.bmp to the B.bmp
It only works for things in the .w file.
human

so this criminal (hil) appeared in this forum too.... Shocked Laughing
and his name is still in normal color, instead of being red or at least black Laughing
hey guys, i just poped in after some busy months.
hil, what do you mean by saying remap? whats the difference between remapping and just replacing a .bmp with another one?
hilaire9

Hey human, rvGlue docs calls it remapping (texmap option).
I use it to change the BMP a prm is mapped to. If I want to use, for
example, the bush.prm which is mapped to i.bmp but i.bmp is already
used for something else in the track I can remap it to an unused bmp.
I do it this way: I use a copy of the track I am working on and, using
bush.prm as an example, Glue the bush.prm into the .w file, then
using the a remapping command change i.bmp to a unused bmp.
Then I rip the bush out of the .w file and this new prm is mapped
to the unused bmp. I can do all this in about 10 minutes.
Not being a Max user this is the only way I can do this.
human

ok, you hacker Very Happy
i think i get it. so if i would have a new track lets say with 8 .bmp files already in use and still place for two new, and i would decide to put a stock instance in, but obviously that would like to use a .bmp thats already in use by the .w file for walls or buildings or whatever, could we remap it and force it to use one of the new .bmp files that are still to be created? or is it possible only with custom instances? (which is still very cool if it works)
hilaire9


hey human, Your big tree in your Helios track, I like it, I want
want to steal it for my own track...it is easy to do, I just rip it
out with rvGlue. The tree is mapped to j.bmp. No problem if
I have the j.bmp free in my track.

But if the j.bmp is not free I will use the remap option before I
rip the tree out. I remap the j.bmp to a unused bmp, then when
I rip the tree out it will be mapped to the free bmp I chose in
the command.

You can do this to any stock .prm, but it must be first must be Glued into
a .w file, then ripped out. The rvGlue remap option only works
for things in the .w file.
human

got it man, kewl. a useful feature. i dont have to say that you can use the files, no need to steal Smile as far as you give credit to the blablabla, ecetera Very Happy. (i know that you just explained the situ)
another question crossed my sharp mind, i think i asked you before about this in the past but now it can be important again: are we able to scale up a track a tiny bit with all the makeitgood stuff on it? (nodes, lights, blabla) im afraid not, but what you say?
dylan

I would think it would be possible to make a tool that did that, but it would have to re-write all those files, and few are those who know the structure of them.
hilaire9

The nodes attach to the ncp data of a track and
if the ncp changes due to scaling up the track the nodes will
not move to the new ncp but will remain in their original positions.
You can select each node and move it by hand to a new location
on the track, but I know of no way for them to all move automatically
to a rescaled track.
The Revolt Track Editor seems to know where to place many things
like Track Zones and varoius racing nodes on a lego track.
Knowing how it does this might be useful.
Cool
human

ok, so the extended central database (hil+dylan) dozent know an existing scientific methodus for this operation. no worries. i was guessing that the nodes dont move. never mind. im surely unable to discover any feature related to the inner structure of the game, since i dont know a single character in programing, but maybe some mastermind will come up with something in the future.

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