3DS Max 2011 model to 3DS Max 7?

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Swaffy
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3DS Max 2011 model to 3DS Max 7?

Post by Swaffy »

I found a beautiful, and free, weapon model on TurboSquid that I'd like to add to my BF1942 mod [Swaffy'sMod].

Here is the model. You may drool at it all you like. [Well, I'll post more than one, but the first one is my main worry.]
G36C [with extra add-ons included]
http://www.turbosquid.com/3d-models/g36 ... ree/612923

Others:
M16A4/M16 [also with add-ons]
http://www.turbosquid.com/3d-models/fre ... m16/584722
Beretta M9 [with night sights]
http://www.turbosquid.com/3d-models/fre ... -m9/593525
Kriss Super Vector [with holographic sight]
http://www.turbosquid.com/3d-models/sup ... ree/589810
Remington 870 Modular Combat Shotgun [stock]
http://www.turbosquid.com/3d-models/fre ... del/586289



They were made using 3DS Max 2011. How can I convert/edit them to be able to work in 3DS Max 7? I want to put them in Max 7 so that I can make them work in my BF'42 mod.
Last edited by Swaffy on Mon Sep 19, 2011 2:25 pm, edited 1 time in total.
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Darkstef
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Re: 3DS Max 2011 model to 3DS Max 7?

Post by Darkstef »

There are all more than 20000 ploy, impossible for 42.
Found weapons with 2000-3000 poly :D
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Swaffy
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Re: 3DS Max 2011 model to 3DS Max 7?

Post by Swaffy »

I can reduce the poly count myself on my own. I just need to get the weapon working in 3DS Max 7 in order for me to begin working on it so that I can make it work with BF1942.

Example: There are high-detail bullets in the G36C magazine [you can see them]. Just delete those, the foregrip, and maybe the holographic sight, you already cut a huge chunk out of the poly count. The objects [mag, holo sight, foregrip, bullets, shoulder stock, and body] are all different parts, so it's just a matter of selecting and deleting them. I can then edit the body's vertices and reduce the poly count from there.
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fo0k
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Re: 3DS Max 2011 model to 3DS Max 7?

Post by fo0k »

export as 3ds... import 3ds to max7.

3ds will hold the texture mapping.

voila.

edit: there is an option to download that gun in different formats.. including 3ds
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Swaffy
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Re: 3DS Max 2011 model to 3DS Max 7?

Post by Swaffy »

Hmm ... my model's faces ended up being inverted. See the video:


What's up with this? It was not like that before I saved it as a Battlefield file.
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fo0k
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Re: 3DS Max 2011 model to 3DS Max 7?

Post by fo0k »

select the object and add a normal modifier to flip 'em round.
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Swaffy
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Re: 3DS Max 2011 model to 3DS Max 7?

Post by Swaffy »

Okay, I got it. Thank you.
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