Jump to content
Official BF Editor Forums

TheDamagedOne

Members
  • Content Count

    28
  • Joined

  • Last visited

Community Reputation

0 Neutral

About TheDamagedOne

  • Rank
    Newbie
  1. Thanks Corona. I'll definitely give that a look and see if I can get anything going.
  2. Thanks for the info Corona. The links don't seem to be working though?
  3. Hmmm... What if I create the models in Max 2012 and then export them to open in GMax. Is there a way to export from Gmax to the BF Editor?
  4. Hmmm... It seemed to install fine and it looks like all the functions are available... I think what I'll do is try to do it with a simple cube and see if that works. Any other help/suggestions is greatly appreciated though
  5. So I'm attempting to export a portion of my stadium model into the Battlefield editor and I've hit a snag. I've been following Rhino's tutorial on exporting from Max to the editor and I've gone through the steps of creating LOD's (I only made one for testing purposes) and the COL's. I'm now working with the BF2 Max Tools plugin. One problem is my menus look a bit different than those that are in his screenshots so it's a bit harder to compare what he's doing and what I'm doing. Anywho, the problem occurs when I rename my LOD0_Bleachers01 to just Bleachers01 and then select that and the COL's and run the BF2 Utilities plugin. I get an error message saying "Error! You have more than one mesh that isn't collision selected! You can only have one visible mesh!" I've attached a screen shot of the error message and different looking menu from what Rhino's tut shows. Any ideas as to what the problem would be and a fix? Any help would be much appreciated!
  6. Thanks for the link! I'll definitely give that a look when I get to that point. As for the cloned objects... Yea I didn't do the instance thing lol... BUT I don't want everything look the same. I'm my experience with texturing, it's the imperfections that make perfect textures.
  7. Here is another progress render... and question. As you can see, I have made the railing panels glass. Is that possible in BF2?
  8. Thanks Bensta! My plan is to model all the bits and pieces in the Max scene and then export them individually when it's all ready to be moved over to the editor. That's still a ways off right now though. I'm sure many questions will be asked when I get to that point though. lol
  9. Hahaha my fault... I shouldn't have put the "k" after 8,500... It's really 8,500 polys not 85,000,000 lol. Even I know that's probably a bit too many haha
  10. Right on. 50k is probably a good number to hit for me. I'm right now sitting at about 8500k total for all my objects and I only have one out of the 4 major sections to complete before getting into the detailed stuff.
  11. Thanks for the response Corona! It helps to know that bit of info so I don't wast time trying to find a solution. While on the subject of poly count, what do you think is a good place to be for a map?
  12. So I'm working on a flag model for a map I'm designing and in an effort to keep poly count down, I'm wanting to use just a plane. I have ran into a problem however. I want to have a banner design with text on the flag but when I try this, it appears flipped on one side. I've asked a few people I know and they don't think it's possible to have the image appear normally on a plane on both sides. Just to make sure I can't, I thought I'd ask here before I try to find another solution that would save some polys. Any suggestions are appreciated. Thanks!
  13. Here is another screen shot of the inner areas of the stadium:
  14. Thanks rhysm! I thought about modeling this based on a real stadium but without sufficient amount of detailed photos, I didn't want to wing it and it ending up not looking anything like the stadium. Below is an update on the model. I've begun the inner workings and such. This is where it is going to take a while as there will be a lot of detail. This is still very early, so some parts and pieces are missing.
  15. @Catbox Thanks! It's modular. Alot of pieces. I'm sitting at around 6000 polys right now after adding a few more things that you don't see in the screen shot.
×
×
  • Create New...