top fashion, creating the first tank

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scorch62-94
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Joined: Tue May 31, 2011 9:03 pm
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top fashion, creating the first tank

Post by scorch62-94 »

Hello. long play bf1942 and have now decided to make the mod for yourself. chose the tank to start pz38 na http://wiki.worldoftanks.ru/PzKpfw_38_nA of the game world of tanks.
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have a friend who helps with the scripts but he knows about the model at least.
Whether there is a person who can explain to me the export model in BF?
Thanks in advance
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Handicap
Posts: 17
Joined: Wed May 11, 2011 1:55 pm

Re: top fashion, creating the first tank

Post by Handicap »

Sweet model.

The Battlefield Mod Development kit contains basic export and import scripts for Gmax and 3ds max. I myself model with Blender, and then export the file in .obj format to Gmax, and then export it as an .sm file for the 42. So the bf1942 engine uses .sm file (standardmesh) for the raw 3d information and .rs file for the material info (texture paths, specular, envmap, etc.). You can edit the .rs file with the text editor of your choice (notepad ftw). Personally I am an open source hippie and avoid buying or... acquiring... any expensive products unless the money goes to a good cause (indie development) so I cannot tell anything about the 3ds max scripts. I assume they do the job better than the gmax scripts. The gmax script seems to lack some functions that the 3ds version has (LOD generation for an instance).
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