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Modeling Question: How do you link Mirrored selections? (Force Mask Fix)


Drakonnen

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So while I was skinning today I noticed something I hadn't noticed before. The damned Force Mask model is all screwed up, with a piece missing on one side:

 

http://img29.exs.cx/my.php?loc=img29&image=maskproblem7um.jpg

 

Being very annoyed, I decided to try and fix it.

 

So I went into gmax after extracting and converting the model, then deleted the problem side and and mirror/copied the good side.

 

Everything looks perfect now except for one small problem: The two halves of the mask aren't linked.

 

Modeling, except for some light vertex moving, is really not my thing, and I couldn't find an answer in the tutorials, so can someone explain to me how it is I link the two halves so that they are one piece? :)

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Here's where I am at now:

 

http://img222.exs.cx/my.php?loc=img222&image=maskproblem4ob.jpg

 

Even though the model looks right with the two halves where they should be in gmax, I know they aren't linked and it fails the sanity check when I export it. Surely there must be some easy way to just link the two halves into one piece.

 

Help a brother out since I know zero about modeling!

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I was planning on fixing this like I did for k1, also planning on making my LOTF and FOH for k2 as well and still will just need some time to. give me a day or two and the fix it will be up on my site.

 

Or

 

Fallowing from where you left off :

 

Your next step is to match up both sets of center verts buy moving the 2 mesh halves so they touch. In edmesh mode not there sub objects.

 

Next select the original side click [attach] and click the new one , now they are one ..but not welded.

 

So in the front / back view port in wire frame mode go to edmesh sub objects > verts.

 

Select all verts on both sides in the center line vertically, then hit WELD > [selected ] before welding, below the edmesh stack you will see the number of verts selected after the weld make sure the number is half of what it was if not ..You missed one ;)

 

That’s it, select all in your scene hit fast linker click the base and export , mdlops compile as a straight override now all the crummy gimped vac mask models will be fixed on every vac model in the game. Just like I did in k1 straight override so it fixes all vac’s then use it to make your customs with .

 

hope this helps ;)

 

svösh

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Thanks Svosh!!

 

One quick question though:

 

The objects selected along the center line was 32 before welding. After welding it was 10, obviously thats less than half.

 

Should that worry me, as in I did something wrong, or is that going to be all right?

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Looks good, no problem i’m happy to help.

 

I just tried I after reading you results had 32 verts down the

 

center and after I welded I had 11

 

and in game it 's fine with one small texture glitch I had when I did the same thing on the k1 model but the devs just ported the gimmped k1 model so I’m not surprised. II think I see the same little square near to top in yours as well and it not caused by the smoothing groups .. I guess if we wanted we could sort it out in the uv but on my Lotf and Foh masks it looked fine.

 

svösh

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