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Battlefield Modding Tutorials BFMODS • View topic - Custom Map: Need modeler help!

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Feb 22, 2009 9:01 pm 
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Hey doods,

I'm currently trying to improve a infantry map I made long ago that has an underground tunnel system. I used the rh_pacfac_door_m1 and just scaled them (and applied a new texture) to give the look of concrete, but the problem with this is that you always know if you're standing over the tunnels.

You can see from this screen and some on this page:
Image

Basically what I'm doing now is removing all the concrete, and moving the ground up to normal level. My plan is to retexture the map, generate shadows, and then make platforms that will have the normal ground texture painted on them.

Here's my idea, with yellow rectangles as the platform pieces:
Image

I already tried making a center piece in gmax...you can kindof see it in the center under the yellow piece, its the big black rectangle, lol.

Some questions:
How do I get something in gmax the exact size I want it to be in 1942??
How do I make this thing visible? :oops:
How do I save a collision?

If anyone can help make a big dumb rectangular piece I can texture it...I just need the thing 84 meters wide and 60 meters long.


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PostPosted: Mon Feb 23, 2009 2:24 am 
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Location: Charleston S.C.

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PostPosted: Mon Feb 23, 2009 3:21 am 
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Ah my bad...I could see it in battlecraft, but in game it wasn't there. :?

Perhaps only the top was skinned?


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PostPosted: Mon Feb 23, 2009 3:38 am 
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PostPosted: Mon Feb 23, 2009 5:28 pm 
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gmax is more tricky to setup the correct unit scale for bf42. It is a lot better to get a copy of max 6. just get it.. and if you enjoy it.. then buy it.

I can help a lot with max6 but gmax is too limited for the full extents of modding bf42.

you can use the rexman tools which i posted on this site to import the heightmap... then scale it to 1000%

now if you import bf42 statics they will be the correct size...

rexmans tools will allow you to import all of your static placements into max as boxes.. you can then use the 'replace' tool in max to have all the real objects loaded into max. using this technique you can literally cut out the parts of the heightmap that you want to become static ground. the major bonus of doing this is also that the pieces you cut out already have the ground texture mapped to them (in exactly the right place). You can export them, note down their coordinates and enter this into your staticobjects..


This is less complex that it sounds but will take you a good evening to figure out.


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