Battlefield coordinates in 3ds max

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Poow
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Battlefield coordinates in 3ds max

Post by Poow »

How? :)

I want to get the exact position to arrange a rotational bundle at the right position of my model.
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Apache Thunder
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Re: Battlefield coordinates in 3ds max

Post by Apache Thunder »

Two Things you need to know.

Default scale in 3DSMax is 1.0 Generic Units. Thus you will need to move the decimal to the left one spot. Or you can change the scale in 3DSMax so it is 0.1 Meters.

Lastly 3DSMax's axis for Y and Z are swapped in respect to BF42 coordinates. In max the middle number is front/back and the last one is up/down instead of how it's done in bf42 where middle number is up/down.

X axis is the same for both though. ;)

Also know that if you are positioning something that is addTEmplated to a child object you must keep in mind the position is relative to the object it is addTemplated to and not the world/main object.

To correct for this, import both the object you are positioning and the object you are addTemplating it to. Just make sure the object is centered to zero position and then proceed to position your child object you want to position in respect to the object your addtemplating it to. :D
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Poow
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Re: Battlefield coordinates in 3ds max

Post by Poow »

Image

This? :?

It's its still slightly wrong. But better.
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Apache Thunder
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Re: Battlefield coordinates in 3ds max

Post by Apache Thunder »

Use metric option. Not US Standard. :P
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Re: Battlefield coordinates in 3ds max

Post by Poow »

That isn't better :(
Just multiplied by 100 or divided by 10

Can you make a screenshot pls? Image
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Senshi
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Re: Battlefield coordinates in 3ds max

Post by Senshi »

Uhm, can you tell what exactly you need that detailed BF units? I never needed that, to be honest. When modeling, size doesn't matter, as scaling the object correctly is the last step and I usually do that by using comparison objects. And when I need exact positions for addtemplated stuff, I use the formidable Vehicle Import/Export function. Basically I just addtemplate all the parts to my new PCO, position them randomly at different positions, then pack it in rfa, import it in 3dsmax and then can easily position each part as desired...:)
Poow
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Re: Battlefield coordinates in 3ds max

Post by Poow »

I have a static with a rotational bundle. (like the windmill).
Do I have to code it as a temporary PCO to get the positions? I hope not ^^
It should be possible with 2 copy & paste actions but.. it's not very elegant :?
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Re: Battlefield coordinates in 3ds max

Post by Apache Thunder »

Erm what? Changing unit scale does not modify the "size" of the objects as they appear in max. :P

Unless you are merging a max file into the scene that uses a different scale. Then it will be larger then the object you may already have in the scene.

Also I noticed for some odd reason teh unit scale for most of the MDT samples are set to inches. (mostly for animation related things like soldier rig and flag rigs)
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Re: Battlefield coordinates in 3ds max

Post by Poow »

Apache Thunder wrote:Erm what? Changing unit scale does not modify the "size" of the objects as they appear in max. :P
hm?
I have not said so. :)
I mean the x coordinate I need in the game should be around "7"

With Decimat Feet it is at ~ 6,2
with the metric system its at 620 (*100)
or 0,62 (/10)

I have to play around with it a bit more.
But which exactly settings do you use?
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Re: Battlefield coordinates in 3ds max

Post by Apache Thunder »

Metric system in meters must be set to 0.1! 1.0 results in what you are seeing now!

It should look something like this:

Image
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