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hi , im a splinter cell game fan , and i've come across a technique where you can build semi-complex geometry for your building structures without sacrificing the lighting and occlusion( "zonablitlity " ) that happens when you use static mesh building structures .
you can export your max or maya ( i think maya i dont have it so im not sure if it supports DXF export ) geometry to DXF , and use another eidtor like ravenshield or ut2003/4 for saving as a brush .
if chaos theory has brush import then you can skip the step of using ut2004 ed or ravensheild ed , but i have a link to a video training module for setting up and exporting your max or maya geometry here :http://www.dimmy.biz/Max_mapping_SC.rar
you will need the divx codec version 5.2.1 , and you can get it here: http://www.divx.com
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hi , im a splinter cell game fan , and i've come across a technique where you can build semi-complex geometry for your building structures without sacrificing the lighting and occlusion( "zonablitlity " ) that happens when you use static mesh building structures .
you can export your max or maya ( i think maya i dont have it so im not sure if it supports DXF export ) geometry to DXF , and use another eidtor like ravenshield or ut2003/4 for saving as a brush .
if chaos theory has brush import then you can skip the step of using ut2004 ed or ravensheild ed , but i have a link to a video training module for setting up and exporting your max or maya geometry here :http://www.dimmy.biz/Max_mapping_SC.rar
you will need the divx codec version 5.2.1 , and you can get it here: http://www.divx.com
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<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Dimmykron:
yes if youre comfortable with 3ds max you can model all of your buildings in max ...
if you want to export your buildings as bsp ( not static mesh ) , then you need to export as DXF (2000 version) , and uncheck iginore extrude capping . you can even model your subtraction brushes (rooms) in 3ds , attach them together , and then simply import brush and hit subtract on the left to carve out all your rooms at once . i have a link to a video on how to export your brushes here http://www.dimmy.biz/Max_mapping_SC.rar
for complex models ( anything you think is a map OBJECT , like chairs statues tables , etc .) should be textured peoperly and then exported as .ASE with these options enabled:
http://www.dimmy.biz/aseimport.jpg <HR></BLOCKQUOTE>I think this will be really helpfull to all the newcomers, so let me feature this thread!
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thanks for info
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404 on the links, but the info is still good.
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Riven>Myst4>
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you might as well remove this thread from the sticky. the links don't work anymore.
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sorry for the content removal , but the method described above hes been fully tested in both ut2004 and scct builds of the editor and it has proven to be inconvenient and at times incredibly unstable .
to be very specific about the problems , they are bsp hole oriented problems , and arise when you use the max brush :
when the exterior of the building is not fully welded ( ie . not fully optimized , and thus renders the mesh convex , or not sealed properly , and results in the mesh having deleted polygons . )
when using mulitple subtraction brushes within the added exterior mesh brush that intersect ( the work-around seems to be and has worked in some cases to build a simple brush in max with the correct number of segments to fit the area you are subtracting , rather than using multiple subraction cube primitives from the editor ) .
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