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3ds Max objects to SWBF2 and normal maps
Posted: Mon Oct 07, 2013 10:56 am
by AhsokaTano
Hi.
I know how to make an object in Blender to work in SWBF2, and that's how I made the Kamino: Training Map, but now I don't use Blender, so I want to know how to make a model for SWBF2 but in 3ds Max. Someone know how to do it?
Also, I remember a tutorial, I don't know if the tutorial was from here, but it was a tutorial of how to make normal maps to work in SWBF2. If it is not a tutorial, someone know how to do this?
Thanks.
Re: 3ds Max objects to SWBF2 and normal maps
Posted: Mon Oct 07, 2013 1:58 pm
by THEWULFMAN
Why use 3DS Max when you can use
ANDE's ZETools?
I only use Blender because my partner in crime can export anything using ANDE's tools, and also because I'm too lazy to learn XSI. I don't know why you'd want to worry about trying to export directly to SWBF2 using 3DS Max when you can use XSI and ANDE's tools.
That being said, the method using 3DS to SWBF2 is the same as with Blender, as far as I know.
http://www.gametoast.com/forums/viewtop ... 36&t=20928
Re: 3ds Max objects to SWBF2 and normal maps
Posted: Mon Oct 07, 2013 4:10 pm
by noMatt
download autodesk modtool and do it like this:
Model were ever you want, totally inimportant as long as it can export, obj, fbx, or collada.
Then import it in xsi modtool and export it with andes Zetool

Re: 3ds Max objects to SWBF2 and normal maps
Posted: Mon Oct 07, 2013 8:07 pm
by Nedarb7
The tutorial for normal maps in swbf2 is found here:
CLICK
Re: 3ds Max objects to SWBF2 and normal maps
Posted: Wed Oct 09, 2013 9:59 am
by AhsokaTano
Well... Wulf, now I know more of 3ds Max than Blender, it's better for me to modelling in 3ds Max, and... Like you say, learn now Xsi... xD
But it's a good idea what you two say, I didn't think about it, I will do it. Thanks to both of you : )
Nedarb, Thank you! I knew there was a tutorial here : D