adding my first custom moddel to a map...
Posted: Sun May 27, 2012 4:55 pm
I had this thread originaly on IS82.com but they advised me to come here. 
This is my first time i'm using 3ds max for games. I'm all a bit new to coding but i'm a quick learner.
This is the progress sofar. But it came to a halt because when i copy my map into my bf1942 map directory the game wont boot anymore. Is there a Log or console? to check what cause boot failure.?
I found this moddel and spend a couple of hours manualy reducing the poligons.
I have all the meshes setup (col1 col2 shadow_mesh LOD01-06) in one .SM file


I spend a couple of hours to get to know uvwmapping a bit better. I rarely use it for work because we just apply architectural standart textures...

A lot of sweat and tears to get 2 unwraps propperly in their channel (learning the hierachy of invisible 3ds mechanics...)

So here is a crappy texture for this overrated bmw wich i must have spend over 20h (way to much) on now.
i believe i should have come to the part where i assign engines wheels and boosters?
Edit**update25/05/2012

Do i honestly have to manualy look for the coordinates and copy them into the notepad? Is there no export vehicle function i'm missing.
I'm doing this moddel based on the "cobra". What i did was importing the Cobra. (i did this a long time ago to scale my LOD1 before uvmapping and everyhting) I removed the Cobra's hull and placed my LOD1 i alligned all the helpers and leftovers from the cobra's import. I see similarities between the names of the helpers and names of the notepad. But it is getting a bit confusing to say the least. I'm following [link=hyperlink url]http://www.battlefieldsingleplayer.com/ ... into_b.htm[/link].
But the Codes for the Cobra difers in some ways , he seems to have only 3 "lods" but they are called diferently.
I might sound a bit noobish but editing such code i haven't done before.
the locations of objects 0/-5.2/17 in the notepads are they x/y/z or x/z/y? i fear i havent seen the last of it yet lol.
Now on to the next tutorial => how to use ED42.
I have followed the 40 minute tutorial on using ED42 twice by FoOk. I got a map thats similar with 2 vehicles, a pond and some african houses. I tested it and it runs in BF1942 standart game. But when add the custom vehicle the game wont launch anymore
I then followed http://home.earthlink.net/~dweller_bent ... adding.htm
It has left me with slight frustation.
because the game just doesnt launch when my custom map is in the map directory
It seems that my mesh must contain errors. Is this possible? This time i just added the hull as a static object to the map with this http://www.battlefieldsingleplayer.com/ ... for_ba.htm . And this is basic stuff. So constructive thinking leads me back to the sm file ... But how could the moddel file stop the entire game from starting up?
-So here I am asking where could i have made a mistake? is it possible that the moddel the .sm file is not made correctly?
Kind regards, Baraun

This is my first time i'm using 3ds max for games. I'm all a bit new to coding but i'm a quick learner.
This is the progress sofar. But it came to a halt because when i copy my map into my bf1942 map directory the game wont boot anymore. Is there a Log or console? to check what cause boot failure.?
I found this moddel and spend a couple of hours manualy reducing the poligons.
I have all the meshes setup (col1 col2 shadow_mesh LOD01-06) in one .SM file


I spend a couple of hours to get to know uvwmapping a bit better. I rarely use it for work because we just apply architectural standart textures...

A lot of sweat and tears to get 2 unwraps propperly in their channel (learning the hierachy of invisible 3ds mechanics...)

So here is a crappy texture for this overrated bmw wich i must have spend over 20h (way to much) on now.
i believe i should have come to the part where i assign engines wheels and boosters?
Edit**update25/05/2012

Do i honestly have to manualy look for the coordinates and copy them into the notepad? Is there no export vehicle function i'm missing.

I'm doing this moddel based on the "cobra". What i did was importing the Cobra. (i did this a long time ago to scale my LOD1 before uvmapping and everyhting) I removed the Cobra's hull and placed my LOD1 i alligned all the helpers and leftovers from the cobra's import. I see similarities between the names of the helpers and names of the notepad. But it is getting a bit confusing to say the least. I'm following [link=hyperlink url]http://www.battlefieldsingleplayer.com/ ... into_b.htm[/link].
But the Codes for the Cobra difers in some ways , he seems to have only 3 "lods" but they are called diferently.
I might sound a bit noobish but editing such code i haven't done before.
the locations of objects 0/-5.2/17 in the notepads are they x/y/z or x/z/y? i fear i havent seen the last of it yet lol.
Now on to the next tutorial => how to use ED42.

I have followed the 40 minute tutorial on using ED42 twice by FoOk. I got a map thats similar with 2 vehicles, a pond and some african houses. I tested it and it runs in BF1942 standart game. But when add the custom vehicle the game wont launch anymore
I then followed http://home.earthlink.net/~dweller_bent ... adding.htm
It has left me with slight frustation.

It seems that my mesh must contain errors. Is this possible? This time i just added the hull as a static object to the map with this http://www.battlefieldsingleplayer.com/ ... for_ba.htm . And this is basic stuff. So constructive thinking leads me back to the sm file ... But how could the moddel file stop the entire game from starting up?
-So here I am asking where could i have made a mistake? is it possible that the moddel the .sm file is not made correctly?
Kind regards, Baraun