How do you?
- PsiBrrr
- Posts: 17
- Joined: Tue May 29, 2007 4:07 pm
- Location: Where you can't see me and my sniper rifle
How do you?
How do you use LithUnWrap to convert .3ds to .ms3d then from milkshape to RF
The point of war is not to die for your country but to make the other nice guy die for his.
- PsiBrrr
- Posts: 17
- Joined: Tue May 29, 2007 4:07 pm
- Location: Where you can't see me and my sniper rifle
cause I was told to convert to .ms3d, but then after I'm done importing into milkshape, how do I get it to RF, and I've heard that other people have had troubles with textures, whats with that?
All I want is to have geometry for my level like hills with the proper textures attached
All I want is to have geometry for my level like hills with the proper textures attached
The point of war is not to die for your country but to make the other nice guy die for his.
- PsiBrrr
- Posts: 17
- Joined: Tue May 29, 2007 4:07 pm
- Location: Where you can't see me and my sniper rifle
I got 3ds max, I can make terrian in there, not some other program I have to learn from. Anyway, how would I do sky box that wayparadoxnj wrote:Hills are done using Terrain, not a modelling program. You need Nem's Terrain Generator for that. For actors, export to 3DS, import into Milkshape, then export to Genesis BDY. Then use the Actor Studio tool to compile to an actor file.
The point of war is not to die for your country but to make the other nice guy die for his.
You are asking how to get stuff into RF and I'm telling you. If you don't want to accept the answer then you're in for a tough time learning the engine.
There is a world editor for RF. You must use that to create BSP files. 3DS Max cannot make levels for RF. It can only make actors. Terrain is part of a level. It's not an actor. If you don't know the difference between a level and an actor, then I suggest you download the documentation and start reading...
There is a world editor for RF. You must use that to create BSP files. 3DS Max cannot make levels for RF. It can only make actors. Terrain is part of a level. It's not an actor. If you don't know the difference between a level and an actor, then I suggest you download the documentation and start reading...
- PsiBrrr
- Posts: 17
- Joined: Tue May 29, 2007 4:07 pm
- Location: Where you can't see me and my sniper rifle
All right then, I got nems terrian generator,how does it work, how do you create terrian, and how does that go into RF, I looked at the tuts, nothing there I need
(and I'm sorry that I wasn't listening, I just dislike downloading every program that evryone suggests to find out its outofdate)
(and I'm sorry that I wasn't listening, I just dislike downloading every program that evryone suggests to find out its outofdate)
The point of war is not to die for your country but to make the other nice guy die for his.
RF itself is out of date. People add some new things to it from time to time to the game shell. The renderer still uses DX7. QuestofDreams is working on a DirectX 9 driver though.
As far as using Nem's Terrain Generator...Make a terrain, then export to .map format. Open RFEditPro, make a big box and import the map file into the box.
As far as using Nem's Terrain Generator...Make a terrain, then export to .map format. Open RFEditPro, make a big box and import the map file into the box.
You need to build the .act files using astudio (which comes with RF). astudio accepts files exported from max in .nfo fomat. You can download the max plugins from hilke1's website. Failing that export as .3ds and import into milkshape then export as .bdy files which astudio reads. You can make terrains in milkshape (it does have a simple terrain generator built in) or using nems terrain generator but You need to convert from nems .dfx output to a .bdy file using milkshape. Which ever way you go you really NEED milkshape. max is too prohibitally expensive unless you are rolling in money. By the way RF does read .map files as well as .3dt (file - open - files of type .3dt .map .pnt)