[Question] Exporting from Max?

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Outlawz7
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[Question] Exporting from Max?

Post by Outlawz7 »

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Right, so in the EA's tutorials it says, that the first model's collision should be named Col0, infantry collision is Col1 and vehicle collision Col2

Ive made this building with two boxes as it can be seen by the two different colors on the pic.
Since there's no option in naming several objects and sub-objects in one model separately, like Model1 -> Object1 -> Object1b and Object2 -> Object2b (random example), Im wondering how to name the boxes right, so I can export them to BF2's Object Editor.

Help?
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Surround
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Post by Surround »

Just attach one box to another and voila!

There is a Attach button in Edit Geometry list if your using edit poly/mesh.

You dont have to worry that the boxes will "melt" together. You can always select the separetely using the Element selection tool from the Selection list. Easy, isn't ! :D
Cheeseman
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Post by Cheeseman »

Surround wrote:Just attach one box to another and voila!

There is a Attach button in Edit Geometry list if your using edit poly/mesh.

You dont have to worry that the boxes will "melt" together. You can always select the separetely using the Element selection tool from the Selection list. Easy, isn't ! :D
Yeah that should do it; in case you're not familiar on how to perform this all you need to do is select both boxes and right click on them, then click away from the objects so they both get unselected. After that’s done select the blue box only and from the modify menu on the right select "Attach", then click on the yellow smaller box. They become one object, but remain their own separate elements.
Outlawz7
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Post by Outlawz7 »

ty vm :D
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Outlawz7
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Post by Outlawz7 »

Oh great ffs...

Now Im trying to skin it and this is how my UVW loks like :?

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Not to mention, I prolly wont be able to export it, because I'd need some BF2 plug-ins for Max, which didnt came with the EA's tutorials :d uh: :d uh:

Im frustrated...
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Cheeseman
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Post by Cheeseman »

Outlawz wrote:Oh great ffs...

Now Im trying to skin it and this is how my UVW loks like :?

Image

Not to mention, I prolly wont be able to export it, because I'd need some BF2 plug-ins for Max, which didnt came with the EA's tutorials :d uh: :d uh:

Im frustrated...
Maybe you can ask someone with the BF2 plug-in to export for you?
Outlawz7
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Post by Outlawz7 »

I'd like to skin it first, though
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Dylan
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Post by Dylan »

Yeah, skinning is a tad difficult. I just very recently learned how to do it.
e-Gor
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Post by e-Gor »

Attach one box to the other, so it's a single object to export.

Grab the max tools from here: http://doomlab.com/bf2info.html There's also a lot of other useful info and downloads there.

The tutorial is wrong - col1 is the vehicle and col2 is the player collision mesh. Not that it makes much difference because the two of them are often similar (if not the same) anyway.
Rhino
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Post by Rhino »

[R-DEV]e-Gor wrote:The tutorial is wrong - col1 is the vehicle and col2 is the player collision mesh. Not that it makes much difference because the two of them are often similar (if not the same) anyway.
for statics they often aint, dont need a col mesh inside a building where players walk where vehicles cant fit :)
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e-Gor
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Post by e-Gor »

True. (In my defence, I hardly ever deal with statics :) )
Outlawz7
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Post by Outlawz7 »

'[R-DEV wrote:e-Gor;461517']
Grab the max tools from here: http://doomlab.com/bf2info.html There's also a lot of other useful info and downloads there.
Right, so which tool am I looking for?

And is it the vehicle collision fault, that I cant drive a car inside that BF2 construction site? :p
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e-Gor
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Post by e-Gor »

"6/10/06 Max Scripts" Unzip to your 3ds max directory.

And yes, almost certainly.
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