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Everything posted by TheDamagedOne

  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.
  16. Thanks guys! I've gotten a little further on it the past few days... It might be a while until it's ready to play. Like I said, it's my first time doing a map and modeling in 3D Max so I'm learning as I go. Definitely keep looking for updates in the near future... Along with many many questions lol.
  17. This is my first attempt at modeling a map for BF2... This is also my first attempt at modeling in 3Ds Max. I've been at this for week or so on and off. I think it's coming along pretty good. It's going to be an indoor stadium. I've got the basic bleacher setup in my head, I just need to figure out how the inner workings are going to come together like the hallways, locker rooms, etc. Comments are welcomed and any suggestions are greatly appreciated. I am still learning as I go, so any advice that can make the process move along is welcomed as well! Thanks!
  18. Thanks Cassio. I'll give those a shot and let you know the results.
  19. Okay, so I've read and watched some tutorials on building a map and they all start with using L3DT for the terrain, which is useful for most maps, but in my case I need just a flat terrain. What is the best and easiest way to create a flat terrain using the editor? Also if I'm importing my own models, what file format should I use when exporting from max and do they need to go in any certain folder. ALSO, when I map materials to the models in Max, will I need to do anything special when exporting them before I can import them into the BF2 Editor? Sorry for all the questions. I'm just a noob. What can I say.
  20. Thanks Devilman! That looks pretty sweet. Good reference for sure.
  21. Did I mention this is really my first time using 3Ds Max as well... If you have any critiques on the model itself please feel free time chime in
  22. That's great info to know for sure! Thanks to both of you. This is my first map so I'm starting off small... I think lol. Below is a photo of what I have so far. It's VERY early but its a start. Basically the map will be an all indoor football stadium. Think CoD sized map. I figure it might be Based on that info, which method is recommended? The surface is flat and won't cover alot of ground so does it matter which? Thanks!
  23. Like I've said in my last thread, I'm a super noob to the map creating thing so I'm trying to figure out if I'm scattered in my process or not. Basically I've been modeling the entire map in 3D Max and my plan was to just import that into the BF2 editor. Is this a realistic way of doing things? Also is there a way to test a map in different stages of the process to make sure everything is going smoothly with the game? One more question. What is the max poly count that BF2 will handle? Thanks!
  24. Yea, I actually "acquired" a version of 3Ds Max and found this out. But apparently you can't do this in Gmax for some reason. Oh well. Looks like I'll either find a different way to achieve that or just work in 3Ds Max... Probably just gonna work in Max.
  25. So I'm pretty new to modeling. I've done a bit in the past however it has been a few years since I've touched 3Ds Max so I've forgotten my limited knowledge. Anywho, I've been tinkering with gmax (Since it's free) and have noticed that it's just a dumbed down version of 3Ds Max so I've been looking for tutorials using that as well as Gmax. Now I realize that Gmax might not have all the capabilities of the full blown 3Ds Max but I thought I'd ask anyway. Basically I viewed this on how to make stadium bleachers. Looked fairly simple when I watched it all the way through the first time however when trying to duplicate the results in gmax, I am stuck almost immediately. I don't know how the user is extending the edges to create new planes. Anyone know how this done? Help would be much appreciated! Thanks
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