First of all sorry for my English.
Well my question is how do I spend my 3dmax models to the game. Anyone have a good tutorial? thanks
Martin.
Custom object bf1942
- Vilespring
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Re: Custom object bf1942
That is what the MDT does. It has a converter. Make each independent object one mesh, and make sure they all have the correct collisions and LODs. A tutorial is here;
http://bfmods.com/mdt/Tutorials/Standar ... index.html
http://bfmods.com/mdt/Tutorials/Standar ... index.html
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Re: Custom object bf1942
Welcome to the site.
The original 3dsmax tools were designed for versions up to Max 7. Senshi here has made an updated version of these tools which support the newer versions of max. you can find a link for this in the modding tool section of this forum.
shout if you have problems.
The original 3dsmax tools were designed for versions up to Max 7. Senshi here has made an updated version of these tools which support the newer versions of max. you can find a link for this in the modding tool section of this forum.
shout if you have problems.
Re: Custom object bf1942
Thanks guys, any problems ask again. some friends are trying to make a mod of the Falkland Islands. Soon I'll upload pictures.
Martin
Martin
Re: Custom object bf1942
when I want to export a model with 3d max 8 I get this


- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: Custom object bf1942
I'm just gonna take a shot. You don't have the names BF1942 likes. That is all I can muster, because I'm not going to work with models till I know how to texture them.
PS; sorry about my last comment. It wasn't very friendly or helpful. It didn't show my mood correctly.
PS; sorry about my last comment. It wasn't very friendly or helpful. It didn't show my mood correctly.

A picture is worth a thousand words, but takes up three thousand times the memory.
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Re: Custom object bf1942
It's okay, I've done the same thing before, later realizing how much of an asshole comment it was.Vilespring wrote:PS; sorry about my last comment.
I agree, a lot of problems can come up if the objects aren't named properly.
bbox_objectName
COL01_objectName
COL02_objectName
LOD01_objectName-1
.. or if the object is named "objectName_m1" ...
bbox_objectName_m1
COL01_objectName_m1
COL02_objectName_m1
LOD01_objectName_m1-1
Basically,
"bbox" is the bounding box. This is important for the game, but I'm not sure why. Someone here knows why, but not me.
"COL01" is a collision mesh, used for ground/object collisions.
"COL02" is a collision mesh, used for projectile and player collisions.
"LOD01" is a level-of-detail mesh, the visible mesh that players can see.
Last edited by Swaffy on Mon Jun 24, 2013 4:09 am, edited 1 time in total.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
- Vilespring
- Posts: 740
- Joined: Sat Nov 24, 2012 5:47 am
- Location: Somewere in the United States
Re: Custom object bf1942
"COLO2" is what responds to infantry and projectiles, there aren't 2 COLO1s. 

A picture is worth a thousand words, but takes up three thousand times the memory.
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Area 51: http://battlefieldarea51mod.weebly.com/

"I didn't steal your pizza"
Re: Custom object bf1942
Sorry, it was a typo. Thanks for catching that though!Vilespring wrote:"COLO2" is what responds to infantry and projectiles, there aren't 2 COLO1s.
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