rectify will work but sometimes you'll need to use it on smaller sections and work upto it, or use the linear align tool in conjunction with it. Think about how the program sees the points, it can't make it into all rectangles if its to messed up. you might be expecting too much. like a 1 click solution speaking of…
Hmmm well I have no idea what stitching to STL standards means, the main structures were made from unique geo in Max and exported to the engine were stitched up for the most part. Didnt have to be everywhere, it just was for the most part for collision reasons and most importantly since the main level geo would have a TON…
I know what Computron means by the STL check. Halo 1 and Halo 2 used an old radiosity algorithm that requires the BSP geometry to be water-tight sealed with no holes. Also its collision was generated from the same closed geometry to split the world into convex shapes for portal-ing/culling. I doubt halo reach requires such…
So I watched the Gnomon Workshop DVD; Environment Modeling for Games with Nate Stephens, and I am trying to adopt his workflow for myself but I would prefer to use 3ds Max. A big lessons of his is how to model with curves since you can use things like lofts to create meshes with UVs automatically generated. Tiling textures…