Search found 174 matches
- Sat Dec 01, 2012 12:14 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the E-100 super-heavy tank (CANCELLED)
- Replies: 6
- Views: 8905
Re: Creating the E-100 super-heavy tank
So... right now... I'm gonna use 3ds Max 7 to model the tank... and Photoshop CS6 to re-scale the images (plans) correctly... that's good Skull Kid, you've taken the first step to create this behemoth *pats self on back*
- Mon Nov 26, 2012 3:19 am
- Forum: 1942 Modding Discussion
- Topic: Creating the E-100 super-heavy tank (CANCELLED)
- Replies: 6
- Views: 8905
Re: Creating the E-100 super-heavy tank
Ok, thanksSenshi wrote:Yes, as stated in my previous post, the sig and the linked thread .
- Sun Nov 25, 2012 11:01 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the E-100 super-heavy tank (CANCELLED)
- Replies: 6
- Views: 8905
Re: Creating the E-100 super-heavy tank
Best of luck with that project :) , you are sure in for a lot of work (and hopefully fun). Keep us posted on your progress :) . Regarding the workaround with the .3ds, you don't need that. You can use my updated version of the MDT 2.75 (see my sig) which I made compatible with all Max 8+ versions. ...
- Sun Nov 25, 2012 10:44 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the E-100 super-heavy tank (CANCELLED)
- Replies: 6
- Views: 8905
Creating the E-100 super-heavy tank (CANCELLED)
So... I have taken upon me the great task of re-creating the E-100 super-heavy tank for Battlefield 1942. I have found plans from above, left, right and front of it, so I feel quite confident that this will go well =) I will be creating it in 3ds Max 2013, and export to .3ds and use DICE's own .3ds ...
- Fri Nov 16, 2012 10:40 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the Landkreuzer P. 1500 Monster
- Replies: 16
- Views: 22385
Re: Creating the Landkreuzer P. 1500 Monster
I've made a decision... to only make the Landkreuzer P. 1500 Monster, as Ratte already exists, and is a totally acceptable model in my eyes =)
- Thu Nov 15, 2012 9:04 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the Landkreuzer P. 1500 Monster
- Replies: 16
- Views: 22385
Re: Creating the Landkreuzer P. 1000 Ratte and P. 1500 Monst
Well... I am now shaping the turret. Not made much progress, so far... but it's going ahead.
- Wed Nov 14, 2012 3:58 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the Landkreuzer P. 1500 Monster
- Replies: 16
- Views: 22385
Re: Creating the Landkreuzer P. 1000 Ratte and P. 1500 Monst
Dear community,
I have indeed started to build the Ratte from scratch. As the one that exist doesn't remind me of the original plans. But don't worry, I still like the original, but I will make a model as equal to the plans as possible. Anyway, here's the first render in 3ds Max 2013.
I have indeed started to build the Ratte from scratch. As the one that exist doesn't remind me of the original plans. But don't worry, I still like the original, but I will make a model as equal to the plans as possible. Anyway, here's the first render in 3ds Max 2013.
- Tue Nov 13, 2012 4:30 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the Landkreuzer P. 1500 Monster
- Replies: 16
- Views: 22385
Re: Creating the Landkreuzer P. 1000 Ratte and P. 1500 Monst
Not sure, haven'T fiddled with the new FHSW mod. Kinda curious what they did, because the objects.rfa usually always gotta be fairly straightforward... Anyway, you always could just grab an older version of FHSW to retrieve the Ratte from. If you want, I could also upload my modjob for you, though ...
- Tue Nov 13, 2012 2:26 pm
- Forum: 1942 Modding Discussion
- Topic: Creating the Landkreuzer P. 1500 Monster
- Replies: 16
- Views: 22385
Re: Creating the Landkreuzer P. 1000 Ratte and P. 1500 Monst
I usually just create all the individual .sm files, then create the vehicle code, addtemplating all the children to random positions or 0/0/0. After that, I pack it as .rfa, fire up 3ds Max7, load the vehicle using the "Vehicle" tab in the MDT, happily alter all positions as needed and sa...
- Tue Nov 13, 2012 8:11 am
- Forum: 1942 Modding Discussion
- Topic: 3dsToSm.exe doesn't work?
- Replies: 5
- Views: 8677
Re: [SOLVED] 3dsToSm.exe doesn't work?
Hooray!!! It works now!!! After renaming the object inside 3ds Max 2013 to "LOD01" ONLY, it works!!!