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Battlefield Modding Tutorials BFMODS • View topic - Help with Gmax

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Help with Gmax
PostPosted: Thu Nov 30, 2006 10:42 pm 
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Joined: Fri Jul 14, 2006 5:16 am
Posts: 131
Location: United States
Could someone that uses gmax teach me how to mod a fence to have collsion mesh about... 50-100 feet tall?


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 Post subject:
PostPosted: Fri Dec 01, 2006 7:08 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
i can try ...

what are u having probs with ?

basics:
1. unpack standardmesh folder
2. copy RS file settings
3. import standardmesh with battlefield1942 tools
4. hide unselected
5. unhide col1 (or 2)
6. modify (scale, move or rotate etc., top level, polygons or vertex etc.)
7. unhide all
8. using battlefield tools export standardmesh,
9. using editor redo RS file settings
10. repack


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 Post subject:
PostPosted: Fri Dec 01, 2006 8:11 pm 
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Joined: Fri Jul 14, 2006 5:16 am
Posts: 131
Location: United States
Hmm... yea might be in over my head on this one


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 Post subject:
PostPosted: Fri Dec 01, 2006 9:15 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
its quite simple, dont get confused by all the buttons

3dsnmax and gmax support 3d model and render, once u have found the
few for batttlefield its quite simple.

the rendering is done by battlefield via the rs file
the models of bf1942 are all low poly and contain of LODS, 2 Collisionmeshes and the mains have the shadowmesh also.

u can display one at a time and work it, via "Hide"

everything is very userfriendly , just play with it :)

i ll try to answer any questions ...

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 Post subject:
PostPosted: Sat Dec 02, 2006 5:18 am 
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 Post subject:
PostPosted: Sat Dec 02, 2006 1:00 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
70 feet high, wide or long ?

so u imported the model already ...

rightclick - pulldownmenu: hide unselected
lod and col mesh will be unvisible , basically just cleaniung workspace here

again right click- unhide by name
select the COL part of the model here

now it shows on ur workspace
rightclick- scale[] (hit the little window symbol next to it to get a edit window)
type in the value in percent on the left of the popup per axis, z would be height here, or rightside to size up all dimensions

that done just export the thing making sure that the export settings are

autogenerate by name on
lods 2
bsp on
lights and shadow on

then replace the milifence, cuz if u rename it u will have to make changes to geometries.con

then look at the rs.file of milifence_large
this will have changed and needs to be like the original rs.file to show textures correctly

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