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[Question] Exporting from Max?
Posted: 2007-08-13 18:39
by Outlawz7
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?
Posted: 2007-08-17 12:31
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 !

Posted: 2007-08-17 16:36
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 !
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.
Posted: 2007-08-18 00:17
by Outlawz7
ty vm

Posted: 2007-08-18 00:42
by Outlawz7
Oh great ffs...
Now Im trying to skin it and this is how my UVW loks like
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...
Posted: 2007-08-18 02:34
by Cheeseman
Outlawz wrote:Oh great ffs...
Now Im trying to skin it and this is how my UVW loks like
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?
Posted: 2007-08-18 02:38
by Outlawz7
I'd like to skin it first, though
Posted: 2007-08-18 05:12
by Dylan
Yeah, skinning is a tad difficult. I just very recently learned how to do it.
Posted: 2007-08-18 10:13
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.
Posted: 2007-08-18 10:15
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

Posted: 2007-08-18 10:32
by e-Gor
True. (In my defence, I hardly ever deal with statics

)
Posted: 2007-08-18 18:28
by Outlawz7
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?

Posted: 2007-08-18 21:34
by e-Gor
"6/10/06 Max Scripts" Unzip to your 3ds max directory.
And yes, almost certainly.