3DS Max

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
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Supreme Hobo
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Joined: Sat Aug 06, 2005 1:44 pm
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3DS Max

Post by Supreme Hobo »

ok, im sure its written down in the documentation somewhere, but i just wanted to be sure before i spend hours making something that'll turn out to be totally worthless. is it possible, to make a map in 3DS Max or GMax and import it into the level editor. or at least make parts of the map such as terrain and import it? I really want to make a natural looking terrain, and I dont think I can do that in RFEdit.
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hike1
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Post by hike1 »

rf faq http://terrymorgan.net/rfffaq.zip

Check my DL page
http://terrymorgan.net/download.htm for
staticmeshterrain.zip or some such. Trick is to
export a .3ds from World editor 2, the terrain is made with Nem's terrain brush maker, you
need brushes for collision, plus you can't
texture them properly. Then you mess with the .3ds in Max until it's happy. Make sure you
delete all unseen faces, leaving only the surface polys, adds 20 fps.
Supreme Hobo
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Location: United Kingdom

Post by Supreme Hobo »

whoah cheers dude thats a big help 8)
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hike1
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Post by hike1 »

Terrain mesh should look like this and have 'backfaced' checked true. RF(especially the editor) wasn't meant to do terrain or large static meshes, so you'll really have to
want it bad in order to make a level. Oh, make sure you don't have a mesh over 1000 faces, not optimized for large ones. My FPS went up 20 to 50 fps when I
got rid of the unseen faces, now each one is 500 polys. You could use
lithunwrap to make .3ds's out of the staticmeshterrain .act files, and trim them, they need it.
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ZenBudha
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Post by ZenBudha »

Yeah you really have to want it because placing everything on uneven terrain in RFEditPro is a pain in the rear. Especially if you've used terrain editors with features like "drop to ground" etc.

Otherwise it's a ton of zooming in and out trying to make the tree neither floating or halfway in the ground. lol.

RF seems to run outdoor terrains pretty well though. Although I usually just use .bsp terrain instead of a static mesh. Always seems simpler to me that way.
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