Title: Modding for RS/UO in Max 3 Post by: dave-s on September 04, 2001, 12:13:13 pm Can anyone tell me or point me in the right direction to a tutorial on converting Max3 files into files readable by RS/UO??
Thanks Title: Re: Modding for RS/UO in Max 3 Post by: Cocobolo on September 04, 2001, 01:03:36 pm Weapons or map models?
Title: Re: Modding for RS/UO in Max 3 Post by: dave-s on September 04, 2001, 01:43:14 pm Weapon Models for now, maybe Ill try some map mods in the future :)
Title: Re: Modding for RS/UO in Max 3 Post by: Cocobolo on September 04, 2001, 02:19:52 pm Roguespear database has a decent tutorial on weapon modelling and exporting, but 1st you need to go to the redstorm site and download the weapon exporter and map plugins. The plugins allow the models to be exported, and the "exporter" is really just a bunch of files inculding a readme on setting up the export options, and some sample model files so you can properly orient your model before export. Any more questions, post back
Title: Re: Modding for RS/UO in Max 3 Post by: dave-s on September 04, 2001, 05:54:21 pm Thanks,
Are those files not the same as on the UO disk? What is the average polycount for the weapons you have in your mods? Title: Re: Modding for RS/UO in Max 3 Post by: Cocobolo on September 05, 2001, 01:22:11 pm The site has a newer version I believe. The poly count? Well, it varies, I never really concern myself with it but my models usually come out under 80K, (most well under) after export, and never seem to have any lag problems that I can see.
Title: Re: Modding for RS/UO in Max 3 Post by: dave-s on September 06, 2001, 03:46:54 am Thanks,
Downloading said file now. Dave |