KoenCalleyl Wrote:
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> Well,
>
> The problem is, that the 3ds export plugin was
> originally made to convert .max files from a newer
> version of 3DS Max to an older version. Which is
> not possible by using the default .max file. In
> order to perform this operation, 3DS Max has to
> reduce a lot of the information, which get lost
> while exporting to .3ds.
>
> The smoothing group(s) you used, while smoothing
> the model in 3D Studio Max won't matter, it's all
> in the plugin. Even if you import a .3ds file into
> 3DS Max, it will look broken aswell.
yep,i noticed it when i imported other cars that i fixed in 3ds max earlier
> To solve your
> problem, you do not really have to manually rotate
> the normals. Just weld all vertices together, and
> the polygons which contain the rear edge of the
> elements should be detached. After that, you'll
> see broken normals again. Then weld the vertices
> with the rest of the front wing elements ( do not
> weld the ones at the rear). In the image below I
> tried to show what I mean.
my problem is principally when i pass my models to zmodeler,and in zmodeler i don't think i can do what you say
> Good luck, and hopefully I'm welcomed to the forum
>
- Been watching the WIPs on this one for years,
> I think it was time to register!
>
> [
img715.imageshack.us]
> h.jpg
welcome to gpg KoenCalleyl
My GPGSL Career