Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
I'm an employe in a architectural bureau. There i work with autoCAD 2d and 3ds max (2012). I have been playing bf1942 since it came out. The same counts for interstate82. Since i have a lot of rl friends who are gamers and we do lan-parties often. I would have liked to make maps of our rl environement. This i tried with cryengine3. But i haven't gotten far due to the lack of knowledge. I know how to present houses in 3ds but i know nothing about extracting from 3ds max to a game. (I did manage basic stuf due to turorial self education) A problem with cryengine3 is software requirement. Only half of my friends could play it on our recent lan-party. So i looked for a solution wich turns out to be interstate82.
Here i found new problems, none of the toolkits compute with 3dsmax 2012. And i didn't find a good 2007 torrent yet. I've read about Gmax witch is free. But i couldn't get my head around that one.
What do u nowadays use to make moddels for buildings/cars/character moddels. Is there not a transformer program so that i can still work in 3ds2012 and extract from there? I've been getting a bit lost in all the diferent program setups.
Kind regards, Baraun
I work for a architect. Doing visual presentation in autoCAD and 3ds max (2012).
well you need 3d studio max 7 and the battlefield mod development tools. i havent gotten the battlefield plugins to work with any other 3dsmax than 7
Is no more
Shrooms
[ 20:57 ] [ 11 May 2012 ]
Guest
Hey man, welcome to the site. Download the Battlefield mod development toolkit here this includes the battlefield 3d model import/export tools for 3ds and gmax. If it doesn't work for 3dsmax, then you could try another version.. I think you've tried this already from what I read, I dont have 3dsmax myself, only gmax. Gmax is basically the same as 3dsmax, yet with way less features and tools. You can make the model in 3dsmax, then import the .3ds into gmax and then export from there. If you need help getting the model ingame or something, ask away. Or bfmods.com has a nice explanation on many of things.
Well I installed Gmax and it works with the toolkit. It is as you say "a basic max program".
I have exported/imported certain files as .3DS and it seems to work.
Now its all about learning the BFtoolkit. How texture layers work, how to assign proxy meshes. placing bones. How to open existing BF models in gmax ? I read something about "extracting from RFA"? Because the moddels are saved in the actual map file? So basically i need to do a extract all so that i have a library.
edit: how do .sm files get assembled? any tutorial about this?
I work for a architect. Doing visual presentation in autoCAD and 3ds max (2012).
Ok, So basicaly i done the following. (correct me if i'm wrong)
I followed the Fizzynet.net tutorial (http://www.fizzynet.net/ed42_tutorial.htm)
I have the C:\BFDEV folder with all the bf1942 objects, standartmesh, textures Can i just unpack is82 into the same folder? In the same way so that the is82 and bf942 moddels stand along side? I assume i can but there's gotta be a catch? I have made a quick moddel of a gardenshed (still figuring the extracting out). I should add the gardenshed files in the C:\BFDEV folder along the standart bf1942 files i assume?
I work for a architect. Doing visual presentation in autoCAD and 3ds max (2012).
for editor42 setup, extract the bf1942 .rfa's, then is82's .rfas . Fook has lots of great videos on editor42 use, heres one that should answer lots of your questions. http://www.youtube.com/watch?v=yZLTX8b2OWA
atm there's only one setback. Gmax doesnt auto generate LOD's. Is there anyone willing to auto generate LOD's for my objects until i get me a working max2007 version? (its only 1 click of a buttons work, and then email it back)
I work for a architect. Doing visual presentation in autoCAD and 3ds max (2012).
I got 3ds max 2007 up and running with the toolkit. But it seems i'm having to look into the tutorials more.
When i export a car model i ripped and adjusted for bf into .sm file with generate LOD's on it crashes. But when i make a random shaped mesh and i export it then it works.
The car model is build out of planes. I added some materials to its multisub texture. And i auto generated mesh smoothing groups. Should i remove that? And try to export the naked moddel. (I have welded all the vertesies)
I have building moddels aswel but they are all in groups and loose objects, set up for rendering. And moddeling for a game requires 1 big mesh with a multi sub texture or uvw unwrap (i havent figgured out .dds files yet due to lack of time) I thought that it would be easyer to convert my existing work for game use. But the way of thinking/building your moddel is totaly diferent.
I work for a architect. Doing visual presentation in autoCAD and 3ds max (2012).