Could store the vertices in an array then do a random number (believe the command is rand) and access the array with the random number. A quick way to check would be to store the vertices used in another array and see if the two match up, if not make tree else generate new number. You could also do this without a plane (as…
Creating assets for an online game means you have limits, but someone is going tooextreme by saying you only get four vertices for a stone wall. It's all relative. If you're using two 1024x1024 textures, that's disproportionally large compared to limiting walls to 4 vertices. Textures and vertices take up memory, and they…
Yes I missed that in a hurry. A question though, does FWN means 100% vertical normal or does it also have some wiggle room? Eg. which is more "correct" FWN? I used 2 separate scripts, one require manual face selection, but ensure 100% vertical to face; the other is an one click solution but somehow it doesn't create 100%…
Ask them for clarification, they won't mind, and it will show you are paying attention. UV almost always means texture coordinates. But setting a 1500 limit for texture coordinates seems really odd to me (and I've been doing this for >16 years). Anyhow people usually use "TV" to mean texture coordinate vertices. They might…
I don't get it. One of my pet hates with max is that ignore backfacing only works if the surface is facing away from the viewport (self explanatory). But what about the majority of the time when there are vertices behind the surface you're woking on which get selected because they're not backfacing? Viewport clipping's a…
Yeah, post an image of the model without the texture. Given the nature of your question I assume it's not painted into the texture, but it's pretty hard to tell from that image. As Ben Apuna says, it's most likely a dodgy smoothing group or hard edge. Equally likely is you have some duplicated vertices there (two vertices…
Oh sorry, forgot to mention the important thing. No, this is the md5mesh re-imported in max using der_ton's scripts. But if you think about it,. the bases of the triangles are were the seams go. They are always double the amount vertices there when I re-import, but welding them and re-exporting doesn't seem to do the…
Yavne writes custom normals for vertices. So it's possible to set an arbitrary normal on a given vertex. If you know what "mirroring custom normals" means then it might be possible to write a script that does that. Say, the mesh is centred at the world origin, you have two vertices, one is opposite to the other based on a…
Yeah that's what I meant. The topology of the roof is perfectly fine in my eyes. However I think I'm going to have to produce the roof again. See, what I did to triangulate was, I selected all the vertices and I used the Connect tool. This essentially makes everything triangular. Now I've done something accidentally to…
Regarding the POV since you're doing this vertical thing. Have you tried to see what results you get if you mess around with Preferences -> Apect Ratio Constraint? I was thinking that in your computer settings you could set your screen to be vertical and then change the settings to the Y-axis instead. Then you'll have a…