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Old 11-15-2009, 06:02 PM   #21
Drunkenup
Default Re: Modeling references and tutorials (3DS Max)

Is there anything that explains what the Size ratio is for the BF2 engine? I'm using Gmax so I'm pretty sure that the 3ds max ratio is the same for Gmax.
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Old 11-15-2009, 07:08 PM   #22
[R-DEV]Rhino
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Default Re: Modeling references and tutorials (3DS Max)

Quote:
Originally Posted by Drunkenup View Post
Is there anything that explains what the Size ratio is for the BF2 engine? I'm using Gmax so I'm pretty sure that the 3ds max ratio is the same for Gmax.
From the LMing Tut

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Once in a new Max window, Choose Units Setup... from the Customize menu. Set to Generic Units, with a System Unit Scale of 1 Unit = 1 Inches found after clicking the System Unit Setup button.
After this your units = basically to ingame iirc: 10units = 1m


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Old 12-11-2009, 02:21 PM   #23
blues&royalsdylan
Default Re: Modeling references and tutorials (3DS Max)

BF2 development tools for 3DS' link doesn't work, and I need these tools to do any modelling for BF2, anyone know a different link I couldn't find any?

Thank you,

Dylan.
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Old 08-03-2010, 09:21 PM   #24
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Default Re: Modeling references and tutorials (3DS Max)

EDIT: i've found the first part of the beretta 9000 tutorial, the original link for part 1 wasn't working, this is the link that i've found on moddb.com at the comment section: http://rs732.rapidshare.com/files/31..._modelling.rar

ps: thanks for the tutorials!!
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Old 08-06-2010, 08:03 AM   #25
Hulabi
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Default Re: Modeling references and tutorials (3DS Max)

What is the acceptable poly count for a soldier model + kit geometries? I've got a soldier model @ 3.4k poly atm, without kit.
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Old 08-06-2010, 08:28 AM   #26
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Default Re: Modeling references and tutorials (3DS Max)

You should use only the vbf2 soldiers and make only kit geoms.
As for tri count - best thing you can do is to check what is already in game in editor or bfmeshviewer.


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Old 08-06-2010, 12:23 PM   #27
Hulabi
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Default Re: Modeling references and tutorials (3DS Max)

I've got the PR British player model now, can i use it? I mean my goal is to create new kit geoms and retexture the whole thing to look like a Finnish soldier for PR and then get some more Finnish players interested and start a new community faction. I know we ain't gonna get a subforum easily but we can still develop it, right? Who created those british player models? Do i need to ask permission from him, or is it the PR team i need to ask? (not going to export them to any other mod or game or anything, just for PR)
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Old 08-06-2010, 12:43 PM   #28
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Default Re: Modeling references and tutorials (3DS Max)

The body itself is only a reference, you dont need to and shouldn't edit, therefore permission is not really needed, as long as its only a reference you dont touch.
Our kit geoms guys may give a word about it, but i would suggest to take US bf2 soldiers.

As for your faction, you started with wrong things. Kit geoms are neat and all that, but they are not urgent thing, without which faction cannot live. So far only IDF got custom kit geoms on release, all others received(if any) them later in process.

You should put detailed design plan, decide what is a high priority and work on it. In general you would want "infantry" assets to be done in 1st place- trucks, jeeps, apc, transport helicopter. Other vehicles may wait a bit.

All in all, I would advise you to invest your skills in other com factions/core instead of making new one.


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Old 08-06-2010, 01:27 PM   #29
Hulabi
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Default Re: Modeling references and tutorials (3DS Max)

Quote:
Originally Posted by [R-DEV]DankE_SPB View Post
The body itself is only a reference, you dont need to and shouldn't edit, therefore permission is not really needed, as long as its only a reference you dont touch.
Our kit geoms guys may give a word about it, but i would suggest to take US bf2 soldiers.

As for your faction, you started with wrong things. Kit geoms are neat and all that, but they are not urgent thing, without which faction cannot live. So far only IDF got custom kit geoms on release, all others received(if any) them later in process.

You should put detailed design plan, decide what is a high priority and work on it. In general you would want "infantry" assets to be done in 1st place- trucks, jeeps, apc, transport helicopter. Other vehicles may wait a bit.

All in all, I would advise you to invest your skills in other com factions/core instead of making new one.
http://www.realitymod.com/forum/f388...ce-forces.html
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