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Re: 3DS Max

Posted: Sat Mar 13, 2010 1:02 am
by Lambo Llama
Ah, okay, thanks for trying though :)

Re: 3DS Max

Posted: Sat Mar 13, 2010 1:55 am
by fo0k
Where are the models from? A game..?

Re: 3DS Max

Posted: Sun Mar 14, 2010 4:08 am
by Lambo Llama
A few different GTR games (GTR2, Evo primarily).

Re: 3DS Max

Posted: Wed May 05, 2010 5:21 pm
by Kuyong_Chuin
Anyone know how to open BF models into 3DS Max 8?

Re: 3DS Max

Posted: Wed May 05, 2010 5:45 pm
by Poow
You need 3dsmax

8 or lower. + The MDT with "Battlefield Tools" installed.

You should find the MDT here: click me
With 3ds max 8 you need to copy the files by hand into your plugins folder.

Re: 3DS Max

Posted: Wed May 05, 2010 5:48 pm
by MR PINK BALLS
7 or lower.

8 and up requires a manual install.

Re: 3DS Max

Posted: Thu May 06, 2010 2:32 am
by motoko
Wait does 8 also work with BF? Because 7 is always being bitchy and won't work with this here Windows 7, even in XP compat.

Re: 3DS Max

Posted: Thu May 06, 2010 2:50 am
by MR PINK BALLS
It just requires a manual install is all

Re: 3DS Max

Posted: Thu May 06, 2010 5:08 am
by fo0k
Why bother? Using Max7 is without doubt the best solution. and the toolkit is designed for it.

The only issues I had with vista/win7 were dds problems and having to disable visual themes (right click the exe/compatibility) however the visual themes problems seems to be fixed in the microsoft updates and the dds problem can be solved easily

in your 3dsmax7\stdplugs\dxplugins folder

move dxDDS.bmi & dds.bmi up a folder so these two files now are just placed in the 3dsmax7\stdplugs folder.

This gives you a couple of errors when you start max but just ok them and then you will not have anymore dds errors/crashes.


Also from within Max goto Customize / Preferences and then the MAXScript tab. in here you should increase the memory (initial heap allocation) from 7.5 (or whatever it is) up to say 100.. this will prevent problems when loading larger or custom objects.

Re: 3DS Max

Posted: Thu May 06, 2010 11:40 am
by Poow
I have a question about using multiple "Unwrap UVW" modifiers.

I have 2 with different map channels but they aren't working properly. (Just one texture is correct)
In total I have 5 materials.

http://img10.abload.de/img/maxfde7.jpg
http://img10.abload.de/img/rendermhdx.jpg

I know I can use 1 map there but in some cases I need 2 or more of them.
Any hints?