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3 Dimensional Chat / help with milkshape...

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Omega gamer 89
17
Years of Service
User Offline
Joined: 10th Sep 2007
Location: Pittsburgh, PA
Posted: 19th Nov 2007 19:31
Hey, I just started using milshape, and I amnaged to make a really cool model of a mideval village. It had a big wall around it with a swinging gate, a river running through it, and it was surrounded by mountains. the problem is, after I was finished, I thought it looked to blocky, so I subdivided the crap out of it. now it has too many vertices to load into DBPro! I did all this yesterday, so I can't just hit "Undo" a few times, and I wasn't wise enough to save an extra copy before I did the subdividing. I REALLY don't want to start all over, so here's my Question:

Is there anything in milkshape with the OPPOSITE EFFECT of subdivide? I tried deleting all the flat surfaces, like the grass-covered ground, and replacing them with planes. It lowers the vertex and triangle count, but the texture of the grass looks horrible on the plane Because it has so few triangles. I thought that maybe I could select a bunch of the grass vertices and snap them together, but I suspect i would encounter the same problem.

HELP!

P.S. I included the .MS3D file. you can look at it, b ut please don't take it and use it.

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John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 19th Nov 2007 21:11
Youre going to have to remodel whatever you subdivided and re-UV map it in order to make the texture display correctly.

Windows XP Pro x64 - ASUS P35 Platinum Mobo - nVidia GeForce 8800GTS 640MB GPU - Intel Core2 Duo E6750 @ 2.66GHz - 4GB DDR2 1066MHz RAM - Two Hanns-G HW194D Displays @ Duelview Configuration
Omega gamer 89
17
Years of Service
User Offline
Joined: 10th Sep 2007
Location: Pittsburgh, PA
Posted: 20th Nov 2007 18:34
Grrrs. Thats what I was afraid of. Oh well.
P.S. did you like the model? (I included the file in my first poast.)

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