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View Full Version : prefabs in 3ds to maxed2?


Xealous
01-02-2004, 04:23 PM
Is it possible to model a prefab in say...3d Studio Max and export to the .pre format in some way? I have been looking for information regarding prefab modeling for some time, yet have found very little.

Ghast
01-02-2004, 04:26 PM
The cleaner vans in Manor_frontyard.lv2 are 3ds?

TestingCones
01-02-2004, 05:16 PM
are they? or are you guessing Ghast?

Ghast
01-02-2004, 06:07 PM
ldbrip/art/levels/prefabs/trimesh/textures/vana.dds

My memory may be going but I thought Remedy posted that the trimeshes were the result of 3dsmax?

And they sure don't look like anything made in MaxEd2 to me? *G* Maybe I misunderstood the question?

Oh I see, guess I am guessing after all. In RTCW there were of course assets that were made in 3dsmax and almost impossible to do anything about other than tweak .txt files as they didn't really appear in the editor properly.

Can't 3dsmax objects be imported as .asi or ??? What is the advantage of making prefabs anywoo? *G* I just took the original question as a sort of generalized "Can 3dsmax objects be imported into the game?" I'm bad!

Xealous
01-02-2004, 07:42 PM
Well, prefabs let you model very detailed level objects, skin them, and then import and place anywhere into the game multiple times. I used to make them for Unreal 2/UT2k3 mappers. For instance, I am making a test map of the greek temple "parthenon" and i will need colums as prefabs as well as a few other things. That, and a good tutorial on how to make outdoor levels. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Thanks for the help though, it is appreciated.

Ghast
01-02-2004, 07:46 PM
I would look closely at the manor_frontyard.lv2 DMW map as its the only outdoor map made available to us at present, we are all waiting for the next round of tuts from Remedy to explain simpler ways to do stuff that's changed since MP1 or at least I am! *LOL*

Xealous
01-02-2004, 08:22 PM
Hm, i'll check that map out. Thanks.

See, the plan is to have the temple sitting on top of a small hill, with trees and grass allong the way. It'll be a challenge to pull off corectly in the MP2 engine though...we'll see.

Ghast
01-03-2004, 01:44 AM
The dynamic entities and their purposes section
from Remedy's Dynamic Content (FSMs) tutorial

describes the entity Triangle Mesh as "Use this to insert a triangle mesh (3d Studio created objects) into the level"

Haven't tried it myself *G*

Froz
01-03-2004, 02:44 AM
I didn't read the above but yes, you can model meshes in 3d studio max and export them as .asi files. Then you can import the model to MaxEd2. You need 3dsMax5 with CS 4.1 (if I remember correctly) and the plug-ins installed. Then customize your UI by adding the export .asi and trimesh properties buttons to your toolbars, for example. All the materials used in models should be in .dds format, material as standards, and diffuse bitmap. Remember also that the bitmap size must be correct, e.g. 256x256. http://forums.3drealms.com/ubbthreads/images/graemlins/dopefish.gif

Ratm
01-03-2004, 02:50 AM
I didn't read the above but yes, you can model meshes in 3d studio max and export them as .asi files. Then you can import the model to MaxEd2. You need 3dsMax5 with CS 4.1 (if I remember correctly) and the plug-ins installed. Then customize your UI by adding the export .asi and trimesh properties buttons to your toolbars, for example. All the materials used in models should be in .dds format, material as standards, and diffuse bitmap. Remember also that the bitmap size must be correct, e.g. 256x256. http://forums.3drealms.com/ubbthreads/images/graemlins/dopefish.gif

froz i like your battle tactics mods is there a new version coming any time soon?

Froz
01-04-2004, 05:02 AM
Yes.

Xealous
01-04-2004, 06:49 AM
Hm. Thank you muchly for the information.