pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.



pbmax@Posted: Sun May 13, 2007 9:46 pm :
does one unit in maya equal one unit in d3? i know for exmaple in blender the scales are really different....

thanks!



Zombie13@Posted: Sun May 13, 2007 10:29 pm :
yeah 1 doom unit is 1 maya unit.



Enforcer@Posted: Sun Jun 10, 2007 4:50 pm :
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.



Rayne@Posted: Sun Jun 10, 2007 7:14 pm :
Enforcer wrote:
This is actually quite a LARGE pain in the butt. I'm working on a large map and its taking me a bit more time because of the size of the actually model its like 600x the size of the grid. and the view clipping is a large pain i wish they would fix it.


You mean in maya?


You can adjust the clipping distance in maya... (in maya you can do basically everything)



The Happy Friar@Posted: Sun Jun 10, 2007 9:04 pm :
didn't id export parts of levels from the d3 editor & load that in to maya to make sure everything fits?



g0th@Posted: Sun Jun 10, 2007 9:48 pm :
I always block out the important parts like doorways, floors and such in the editor and then export it as a .obj file. That way I don't have to think to much about the scale and I can make everything line up correctly in a easy way. The only thing this method needs is planing.

I have also find Mayas clipping to be a bit pain in the ass when working with lages models but I have just gotten used to it.



Rayne@Posted: Sun Jun 10, 2007 10:42 pm :
Select the perspective camera, hit Ctrl + A to bring its attributes in foreground, and just replace the default "far clip plane" (1000) to 10.000 or more...


Image



Enforcer@Posted: Mon Jun 11, 2007 7:38 am :
oh i have it set to 10000.00 if im not mistaken, im at work atm so ill check when i get home, i can see the everything but the top viewport fine. it gets clipped off in top view for some reason.



DeathsSilkyMist@Posted: Sat Jul 21, 2007 1:32 am :
The reason why the top and sides get clipped alot of the time is due to the camera being very close to the center of the scene and because of this some of the model is above the viewport, you need to select the camera and move it up some more to fix this.