I found a beautiful, and free, weapon model on TurboSquid that I'd like to add to my BF1942 mod [Swaffy'sMod].
Here is the model. You may drool at it all you like. [Well, I'll post more than one, but the first one is my main worry.]
G36C [with extra add-ons included]
http://www.turbosquid.com/3d-models/g36 ... ree/612923
Others:
M16A4/M16 [also with add-ons]
http://www.turbosquid.com/3d-models/fre ... m16/584722
Beretta M9 [with night sights]
http://www.turbosquid.com/3d-models/fre ... -m9/593525
Kriss Super Vector [with holographic sight]
http://www.turbosquid.com/3d-models/sup ... ree/589810
Remington 870 Modular Combat Shotgun [stock]
http://www.turbosquid.com/3d-models/fre ... del/586289
They were made using 3DS Max 2011. How can I convert/edit them to be able to work in 3DS Max 7? I want to put them in Max 7 so that I can make them work in my BF'42 mod.
3DS Max 2011 model to 3DS Max 7?
3DS Max 2011 model to 3DS Max 7?
Last edited by Swaffy on Mon Sep 19, 2011 2:25 pm, edited 1 time in total.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Re: 3DS Max 2011 model to 3DS Max 7?
There are all more than 20000 ploy, impossible for 42.
Found weapons with 2000-3000 poly
Found weapons with 2000-3000 poly

Re: 3DS Max 2011 model to 3DS Max 7?
I can reduce the poly count myself on my own. I just need to get the weapon working in 3DS Max 7 in order for me to begin working on it so that I can make it work with BF1942.
Example: There are high-detail bullets in the G36C magazine [you can see them]. Just delete those, the foregrip, and maybe the holographic sight, you already cut a huge chunk out of the poly count. The objects [mag, holo sight, foregrip, bullets, shoulder stock, and body] are all different parts, so it's just a matter of selecting and deleting them. I can then edit the body's vertices and reduce the poly count from there.
Example: There are high-detail bullets in the G36C magazine [you can see them]. Just delete those, the foregrip, and maybe the holographic sight, you already cut a huge chunk out of the poly count. The objects [mag, holo sight, foregrip, bullets, shoulder stock, and body] are all different parts, so it's just a matter of selecting and deleting them. I can then edit the body's vertices and reduce the poly count from there.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Re: 3DS Max 2011 model to 3DS Max 7?
export as 3ds... import 3ds to max7.
3ds will hold the texture mapping.
voila.
edit: there is an option to download that gun in different formats.. including 3ds
3ds will hold the texture mapping.
voila.
edit: there is an option to download that gun in different formats.. including 3ds
Re: 3DS Max 2011 model to 3DS Max 7?
Hmm ... my model's faces ended up being inverted. See the video:
What's up with this? It was not like that before I saved it as a Battlefield file.
What's up with this? It was not like that before I saved it as a Battlefield file.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Re: 3DS Max 2011 model to 3DS Max 7?
select the object and add a normal modifier to flip 'em round.
Re: 3DS Max 2011 model to 3DS Max 7?
Okay, I got it. Thank you.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™