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Battlefield Modding Tutorials BFMODS • View topic - modeling and sizes stuff

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 12 posts ]  Go to page Previous  1, 2
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PostPosted: Thu Nov 03, 2005 6:08 pm 
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Joined: Tue Nov 02, 2004 12:00 am
Posts: 773
Location: Mars
there are not may options pretaining to BF2 for gmax.

I only have three options for exporting, Static/Building, Car, and tank wheels/treads. I had no idea which was which or what the difference was so I just used the first one that got the object into the game. As for texture options, I have none. In the material editor I choose the texture, click apply, and that's all. I dont have an option to include a path and not the texture.

These are all the options pretaining to BF2 in gMax (the only one that will allow me to even export anything into BF2 is static mesh):

http://img123.imageshack.us/my.php?image=23cw.jpg
(sorry the second image is being a pain. all I can get is a link).

I think the gmax version is missing a lot of tools needed. Also I cannot import max, only 3ds (which makes no sense, but that is the way wrote gmax).

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PostPosted: Fri Nov 04, 2005 9:51 am 
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Joined: Fri Sep 17, 2004 12:00 am
Posts: 986
Location: 1.80m above the ground

Download this file as a .zip file (so press rmb and then save target as) Im out of space here at ssm.com, so i used the rather unorthodox method ;)
Its a document describing on how to create an object usiing 3dsmax and most probably applies to gmax aswell. You just misused the tools ;)
The samples are here, including a 3ds file
http://www.serversidemodding.com/users/Harry/die.zip

Did you get it to work now?

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PostPosted: Thu Nov 10, 2005 3:43 am 
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PostPosted: Thu Nov 10, 2005 3:19 pm 
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