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#11 |
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Retired Tournament Lead
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student licenses exclude usage as you are intending i believe.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Harrod200:"Fire.exe has committed an illegal operation and has been shut down" Raniak : "Warning: May crash if fired upon." M4sherman: "like peter pan but with tanks" [R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering." |
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#12 |
![]() Join Date: Jun 2009
Posts: 2,932
Location: Swansea, Wales
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#13 |
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Retired Tournament Lead
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Harrod200:"Fire.exe has committed an illegal operation and has been shut down" Raniak : "Warning: May crash if fired upon." M4sherman: "like peter pan but with tanks" [R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering." |
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#14 |
![]() Join Date: Dec 2009
Posts: 47
Location: Province of Quebec
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Hi,
is there any tools that can be use with 3ds MAx 2012(Student edition) to import .con files ? I would like to reskin the F-18 but can't find any working tools with my version. |
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#15 |
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PR:BF2 Developer
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The BF2 3DsMax tools are only fully supported upto 3DsMax9 (not 2009, v9) but if all you want to do is reskin an object, your better off using the BF2 Editor than 3DsMax tbh for viewing your texture changes. Just install the Editor, set it up to reload any texture changes (so you don't need to restart each time you change the texture) and away you go
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#16 |
![]() Join Date: Dec 2009
Posts: 47
Location: Province of Quebec
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Ok, cool thanks,
but I'm pretty new to the object editor part of Bf2 Editor, do you have a tutorial somewhere (maybee I skip one without noticing) that talk about what you say ? |
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#17 |
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PR:BF2 Developer
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No real tut on it iirc, but its pretty easy. When in the object editor, go to Tools>Options, expand the reload settings tab and check all the boxes, hit ok and it should then reload a texture once it detects the texture has been modified (sometimes might take a couple of saves to pick up a change but most of the time its very good on picking up a change).
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#18 |
![]() Join Date: Dec 2009
Posts: 47
Location: Province of Quebec
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Thank you !
Have a good day |
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#19 |
![]() Join Date: Aug 2010
Posts: 2,515
Location: The glorious metropolis of Pyongyang
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Hey is there an option to get/code export tools for max 2010?
Anyone had any intentions in making? |
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#20 |
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PR:BF2 Developer
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If you knew enough about max scripts etc you possibly could but no one as yet has done it, other than a tiny thing I got Mosquill to do for me so the LMing part of the scripts supported the later versions better, although it wasn't much since they worked pretty well before hand but fixed a few of the small little bugs, but ye only reason why we went to that effort is because the later versions of max are much better at rendering, with multi-CPU rendering support etc and also 64bit so makes sense, where from a modelling POV there isn't that much different between 9 and the later versions IMO, but I know some would kill for a few of the new ones features
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