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Battlefield Modding Tutorials BFMODS • View topic - 3dsmax

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: 3dsmax
PostPosted: Wed Mar 04, 2009 1:01 pm 
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3ds max 9 doesn't work with BF42.
And without the BMDT tools working with 3ds max is way more uncomfortable than working with Gmax and their BMDT tools...

Autodesk did some heavy editing to the engine with 3ds max 8, so the only compatible versions of 3ds max are 5,6 and 7.

I got a old license from my dad, his company used 3ds max 7 and updated to 9 recently, so they gave the license for max 7 to their employees.
And working with Max 7 and BMDT really is WAY more comfortable than gmax.
More and very handy functions for import/export of meshes, a whole new category of "vehicle editing" which allows placement of all subobjects directly in 3ds max (it imports the vehicle specified directly from the .rfa, loads all models and meshes belonging to it as well as helper objects for invisible objects (e.g. camera, or grouped objects held by a helper) and places them at the coordinates defined in the objects.con of the vehicle...).
So now one can easily move around all the pieces of a vehicle as one likes and then reexport, so Max directly updates the objects.rfa and one can immediatly test the changes ingame. :)

God, I remember the times when I had to do those edits by trial&error...changing value, testing ingame, changing value, testing ingame...boy, that was timeconsuming.

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 Post subject: Re: 3dsmax
PostPosted: Wed Mar 04, 2009 4:58 pm 
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 Post subject: Re: 3dsmax
PostPosted: Fri Mar 06, 2009 6:39 am 
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 Post subject: Re: 3dsmax
PostPosted: Fri Mar 06, 2009 1:14 pm 
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With the BMDT Tools? I would be very interested in knowing how you did that, as this would require some very heavy editing to the tools...

Getting BF meshes imported itself is a pain in the ass with max 9, but possible with some 3rd party plugins and export/import tools.

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 Post subject: Re: 3dsmax
PostPosted: Fri Mar 06, 2009 11:58 pm 
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The tools work with max 9, copy and paste them in, they just have a few definition errors inside the script, but nothing that stops it from working.


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 Post subject: Re: 3dsmax
PostPosted: Sat Mar 07, 2009 10:42 pm 
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Hm, I tried that method too but the few things I tried caused some sever screwups in 3ds max 9.

Basic stuff like importing meshes, editing, reexporting. Or editing vehicles via the BMDT menu...

Perhaps a language problem with my german version? I don't know...

Well, doesn't matter. 3ds Max7 has really everything one could wish for editing BF42, the more sophisticated and enhanced features of max 9 are not really helpful there. ;-)

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