hmm, the texporter plug-in give a pretty good template of the uvw to draw on.
other than that 3ds max is pretty easy to use for unwrapping, just dont forget to collapse ur uvw before exporting into .sm
Ur Material effects will be lost, since battlefield only has one material =Battlefield RS, and the definitions made in 3ds are always lost during export, seems to be a bug in the battlefield tools plug-in or i am too stupid to install it correctly.
so the RS file needs to be tweaked anyway later on. it defines all the shader definitions. The texture .dds responds to it. gameengine provides the lightsource.
its not rocketscience, comes easy once u "grab" the basic mechanics.
U ll find out that everything timeconsuming was left out of process, come on , its EA GAMES, its gotta be cheap and simple.
