BS PALADIN Posted January 4, 2010 Share Posted January 4, 2010 Firstly what format must custom made 3D assets be to be used in a mod? Secondly why can custom maps made after 3ds Max 5.1 not be used on GR? Quote Link to comment Share on other sites More sharing options...
Phlookian Posted January 4, 2010 Share Posted January 4, 2010 I'm not sure I understand what you mean by 3d assets (can you explain what you are trying to do in a little more detail) As to the 3dsmax version: RSE created a plug-in to allow 3dsmax to export maps, models and characters to their own proprietary format. after version 5.1 these plug-ins were no longer compatible with the host program and the plug-in was not updated for later 3dsm versions. I'm afraid that version 6 will not export to any of the RSE Filetypes Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted January 4, 2010 Author Share Posted January 4, 2010 Thanks for the info. When I say 3D assets I mean vehicles, buildings, characters etc. Can you use .obj format. Im not very knowledgable about 3D modelling but I have a friend who is good at making 3D models for artistic projects, but not game design. And she said her models are in .obj format. Quote Link to comment Share on other sites More sharing options...
Phlookian Posted January 5, 2010 Share Posted January 5, 2010 GR is a very simple game and there aren't many objects that can be added. However, they must all be exported (via the plug-in) into a RSE Filetype: Maps (the game environment) are .map Characters are .chr Weapons are .qob fixed weapons are .pob vehicles are .pob Some modders have exported placeable objects (crates/ barrels/ sandbag emplacements etc) as vehicles to allow them to be placed into maps by using scripts. Once again these are .pob These must all be exported via the plug-in from 3dsmax version 3,4 or 5 (sorry) Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted January 5, 2010 Author Share Posted January 5, 2010 (edited) So trees,bushes, etc aren't individual objects but part of one continuous object ( ie the map ). That seems a very strange way to create a game space compared to the way they are done now. Edited January 5, 2010 by BS PALADIN Quote Link to comment Share on other sites More sharing options...
H-Hour Posted January 5, 2010 Share Posted January 5, 2010 The .map file is itself made up of several different types of objects which are exported into a single file. Besides what I would call the "raw geometry" (those polygons that are static), there are various map objects like trees, windows and doors, groups which become "rooms" and portals that handle movement between them, sherman level boxes and polys which determine the "level" of a given floor poly, and then a number of specialized tags which can be applied to the raw geometry to handle different effects (like collision parameters, floor polys, sound tags, visibility, etc.). Quote Link to comment Share on other sites More sharing options...
BS PALADIN Posted January 5, 2010 Author Share Posted January 5, 2010 Thanks, thats very helpful. Quote Link to comment Share on other sites More sharing options...
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