New to modding (3ds Max)
Posted: Sun Oct 18, 2009 8:39 am
Hello there, I'm just starting SWBF2 modding, and I've got just a few questions so that I can be on my way.
First, a bit of an introduction. I have a book entitled "Star Wars: The Essential Guide to Planets and Moons". I plan to make several maps based off locations in this book, then, once I have the experience needed, move onto interior maps (I can see how they would be more difficult) and then finally make a couple maps I have planned out which were my original reason for wanting to make some maps.
I'm starting with Antar Four. "Antar Four is a moon, the fourth of six large bodies orbiting the gas giant Antar... unusual night/day cycles and exceptionally harsh seasonal changes... The tenacious creatures that evolved under such conditions are quite different from the norm."
I only have three small monochrome drawings with which to draw a general assumption of arhitecture, but I'm mapping the capital city, Temba Port Capial. The buildings in the drawing are not neatly shaped, and has several cylindrical towers. Since the planet is implied to be an odd one, I'm using green colored textures for the buildings. The plan is to make it similar in layout to Mos Eisley, but with a clear space in the center with the CPs is a ring around it. It will probably be smaller than Eisley, too.
Now for the big question. Stop skimming now if you didn't like the wall of text.
I am using 3DS max 7 for the modelling. I've made 9 different buildings and a crate. My question is what is the best way to get them from the local file format (.max) to the Star Wars Battlefront 2 format (.msh) while preserving the textures, which, at the moment, are saved as 24-bit bitmaps (.bmp), and then make the necessary .odf file, and then put them in the correct directories so that I can use them in ZeroEditor.
Thanks in advance.
First, a bit of an introduction. I have a book entitled "Star Wars: The Essential Guide to Planets and Moons". I plan to make several maps based off locations in this book, then, once I have the experience needed, move onto interior maps (I can see how they would be more difficult) and then finally make a couple maps I have planned out which were my original reason for wanting to make some maps.
I'm starting with Antar Four. "Antar Four is a moon, the fourth of six large bodies orbiting the gas giant Antar... unusual night/day cycles and exceptionally harsh seasonal changes... The tenacious creatures that evolved under such conditions are quite different from the norm."
I only have three small monochrome drawings with which to draw a general assumption of arhitecture, but I'm mapping the capital city, Temba Port Capial. The buildings in the drawing are not neatly shaped, and has several cylindrical towers. Since the planet is implied to be an odd one, I'm using green colored textures for the buildings. The plan is to make it similar in layout to Mos Eisley, but with a clear space in the center with the CPs is a ring around it. It will probably be smaller than Eisley, too.
Now for the big question. Stop skimming now if you didn't like the wall of text.
I am using 3DS max 7 for the modelling. I've made 9 different buildings and a crate. My question is what is the best way to get them from the local file format (.max) to the Star Wars Battlefront 2 format (.msh) while preserving the textures, which, at the moment, are saved as 24-bit bitmaps (.bmp), and then make the necessary .odf file, and then put them in the correct directories so that I can use them in ZeroEditor.
Thanks in advance.