*DAMN R6
.:Navigation:| Home | Battle League | Forum | Mac Downloads | PC Downloads | Cocobolo Mods |:.

Welcome, Guest. Please login or register.
November 01, 2024, 12:20:45 pm

Login with username, password and session length
Search:     Advanced search
One Worldwide Gaming Community since 13th June 2000
132955 Posts in 8693 Topics by 2294 Members
Latest Member: xoclipse2020
* Home Help Search Login Register
 Ads
+  *DAMN R6 Forum
|-+  *DAMN R6 Community
| |-+  Cocobolo Mods (Moderators: Cobra6, Cocobolo)
| | |-+  Modding for RS/UO in Max 3
Pages: [1]   Go Down
Print
Author Topic: Modding for RS/UO in Max 3  (Read 1337 times)
0 Members and 1 Guest are viewing this topic.
dave-s
Full Member
**
Offline Offline

Gender: Male
Posts: 210



« 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
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
Cocobolo
Moderator
God bless the freaks
*****
Offline Offline

Posts: 1694


Audaces Fortuna Iuvat..


WWW
« Reply #1 on: September 04, 2001, 01:03:36 pm »

Weapons or map models?
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

Official Plankholder
DTD Pro Mod Team
Cocobolo Ops Modifications
http://www.planetrainbowsix.com/dtd




dave-s
Full Member
**
Offline Offline

Gender: Male
Posts: 210



« Reply #2 on: September 04, 2001, 01:43:14 pm »

Weapon Models for now, maybe Ill try some map mods in the future Smiley
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
Cocobolo
Moderator
God bless the freaks
*****
Offline Offline

Posts: 1694


Audaces Fortuna Iuvat..


WWW
« Reply #3 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
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

Official Plankholder
DTD Pro Mod Team
Cocobolo Ops Modifications
http://www.planetrainbowsix.com/dtd




dave-s
Full Member
**
Offline Offline

Gender: Male
Posts: 210



« Reply #4 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?
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
Cocobolo
Moderator
God bless the freaks
*****
Offline Offline

Posts: 1694


Audaces Fortuna Iuvat..


WWW
« Reply #5 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.
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

Official Plankholder
DTD Pro Mod Team
Cocobolo Ops Modifications
http://www.planetrainbowsix.com/dtd




dave-s
Full Member
**
Offline Offline

Gender: Male
Posts: 210



« Reply #6 on: September 06, 2001, 03:46:54 am »

Thanks,

Downloading said file now.

Dave
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
Pages: [1]   Go Up
Print
Jump to:  



 Ads
Powered by SMF 1.1.7 | SMF © 2006-2007, Simple Machines LLC
Page created in 0.065 seconds with 20 queries.