"Finish" my projects


BERSERK3R
06-06-2007, 02:32 PM
I got some projects of mine getting dusty cause I got stuck for really "minor" problems.

For someone who knows just a bit more than me can probably fix it with ease, but I don't know it yet, so when I can't compile/animate it I can't release.

By fixing I mean profiding the person with my files themself.


Need to know how to compile a playermodel (like the russian models been done).

"Wrist twist" problem that I can't seem to fix.

Grenade replacement (top secret) model animation.

No file sending needed:
When unwrapping in max for some faces in the UVedit they don't keep there scale like it has on the model, but get more square like.


You will be credited for the work you have done.

Trp. Jed
06-06-2007, 06:24 PM
When unwrapping in max for some faces in the UVedit they don't keep there scale like it has on the model, but get more square like.
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You've probably got the "normalise" checkbox set on. With it on all the faces are scalled to fit with-in the 0.0 - 1.0 normalised range of the UV tile. Turn it off and it'll probably come out pretty large and you'll need to scale it down but it shouldnt distort the aspect ratio.

BERSERK3R
06-07-2007, 01:41 PM
You've probably got the "normalise" checkbox set on. With it on all the faces are scalled to fit with-in the 0.0 - 1.0 normalised range of the UV tile. Turn it off and it'll probably come out pretty large and you'll need to scale it down but it shouldnt distort the aspect ratio.
Hm, It does seem to do partially what you said.
For some parts it just doesn't do the trick it keeps square while it needs to be tall.

My steps:

- Select Unwrap UVW modifier
- Choose face from the modifier
- Select the tall face
- Map parameters -> Planar
- Untick "Normalize Map"

UV Edit:

- Select the face (Planar)
- Flatten Mapping: normalize, rotate and fill unticked

Restult:

Square instead of Tall, so wrong scale.

Check this screenshot for more clear details:

http://img521.imageshack.us/img521/5246/uvproblempe6.th.gif (http://img521.imageshack.us/my.php?image=uvproblempe6.gif)

Trp. Jed
06-07-2007, 07:57 PM
Hit "Reset".

That yellow rectangle is the "gizmo" and represents the area of your texture withing the 0.0 to 1.0 range in both axis. Its scaled down in both directions to fit the bounding edge of the selected polygon.

If you hit reset it will return it to a square which will then correspond to the aspect ratio of your texture map and stop it looking stretched.

Oh and if that solves it, turn Normalise back on and it wont be so big in the UV window.

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