pz3 Posted October 5, 2013 Share Posted October 5, 2013 Whatever you make in max 9 will need the textures converted to rsb for max 3/4/5 Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 5, 2013 Author Share Posted October 5, 2013 Just the standard material works correctly from 3d max 9. Composite material no job in game if i create in 9 3d max Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 5, 2013 Author Share Posted October 5, 2013 This texture all in tga format in 3d max 9 this room in 4.2 3d max i add only companise texture for ground and fllor polygon in map editor. rsb editor himself created from TGA Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 5, 2013 Author Share Posted October 5, 2013 How to animate the door and do not have to through? I create door 1_<n><door>door1 Quote Link to comment Share on other sites More sharing options...
pz3 Posted October 6, 2013 Share Posted October 6, 2013 I will have to make tutorials along the way but it might take sometime. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 7, 2013 Author Share Posted October 7, 2013 Ok, when will you have time show. The most interesting thing, if you make the textures in TGA, in the map file they are registered in the TGA, and the game reads them in rsb I think if you try to make yourself 2 versions of some textures. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 7, 2013 Author Share Posted October 7, 2013 That's how I try to do the walls. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 7, 2013 Author Share Posted October 7, 2013 (edited) Doors tuned.I wonder if these settings hits on all the objects can be placed? If it is necessary that the tank could shoot into the wall, it must be called number room_<n><dyn>name object? 1_<n><dyn>targetwall "grenade contrete" c_grcon.wav "grenade metal" c_grmet.wav "grenade wood" c_grwod.wav endThis list can be any sounds from the game to insert???? Edited October 7, 2013 by RussiaGhost Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted October 13, 2013 Author Share Posted October 13, 2013 In the 5.1 3d max version of the plug-in will work? Quote Link to comment Share on other sites More sharing options...
Zeko Posted October 13, 2013 Share Posted October 13, 2013 (edited) Yes it will. Edited October 13, 2013 by Zeko Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted January 22, 2014 Author Share Posted January 22, 2014 Why do I have version 5 falls into the desktop without any errors?If I create a map in version 9, can I open a scene in version 5?? Quote Link to comment Share on other sites More sharing options...
pz3 Posted January 25, 2014 Share Posted January 25, 2014 1.Create a level in version 9 2.Export as .3ds 3.Import into version 5.0 4.Weld all mesh verticies 5.Apply textures (.rsb files) 6.Setup portals/ room groups / doors/ windows / lods / sherman levels. 7.Export Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted March 22, 2014 Author Share Posted March 22, 2014 1.Create a level in version 9 2.Export as .3ds 3.Import into version 5.0 4.Weld all mesh verticies 5.Apply textures (.rsb files) 6.Setup portals/ room groups / doors/ windows / lods / sherman levels. 7.Export Show me how to create a river and whether you can make it right volumetric wave s model???????? Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted March 23, 2014 Author Share Posted March 23, 2014 Why he puts under the branches and collision? Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 6, 2014 Author Share Posted April 6, 2014 My water Quote Link to comment Share on other sites More sharing options...
MrMoon Posted April 6, 2014 Share Posted April 6, 2014 Looks good ghost Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 6, 2014 Author Share Posted April 6, 2014 Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 7, 2014 Author Share Posted April 7, 2014 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted April 7, 2014 Share Posted April 7, 2014 Good effort Russia ghost Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 10, 2014 Author Share Posted April 10, 2014 Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 12, 2014 Author Share Posted April 12, 2014 Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 12, 2014 Author Share Posted April 12, 2014 Creating Objects Name Format [room#]_[type][sim type][unique string] (e.g. 2_<n><door>wood1, 1_<lodn><tree>short22 ) Object Types The object type is an exporter identifying string that decomposes a complex object into its components. <n> Standard object. (Optional key frame animations can be attached) <bn> Billboard object. Types include free facing and horizontal facing billboards. <lodn> Level of detail object. Object switches models based on distance from camera. <p> Particle system. Creating a particle system <l> Light. 1_<l>lightmy Supported Light Types Spot The exporter treats target and free spot lights the same. Directional The exporter treats target and free directional lights the same. Omni1 i add Omni light and O pint Helper. Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 12, 2014 Author Share Posted April 12, 2014 Group Omni and O helper point as 1_<l>mylight and export map. in game no job my light. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted April 12, 2014 Share Posted April 12, 2014 looking good russiaghost! Quote Link to comment Share on other sites More sharing options...
RussiaGhost Posted April 13, 2014 Author Share Posted April 13, 2014 Why does not the game is more than nine sub-materials? Quote Link to comment Share on other sites More sharing options...
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