Hi all,
I am completely new to mohaa and spearhead mapping, however, I have been using 3ds max professionally for some years now.And yes i'm one of the lucky ones who owns this amazing software:-)(so no warez type accusations plse...lol)
I have read and digested most of the tutorials for MohRadiant (and found so few in regards to max) and have a clear picture of the process from max thru radiant into game but some questions still remain.
What scale? 1:1?
Texturing? Can it be done in max or has to be mohradiant?
Are the any restrictions? Polycount etc?
Does my level have to be one whole joined mesh? Or can it be many seperate objects ?
Are there any naming conventions to follow with max?
Thks very much for your response
Steve
Hi all.....first post.....some questions....
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Bjarne BZR
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Re: Hi all.....first post.....some questions....
First of all: Welkome to .MAP!
). This also keeps FPS high.
Hope this helps out.
Place an Info->Player->Start in your map. This has the size of a player. Good to get a picture of the scale.MRsteve wrote:What scale? 1:1?
Texturing must be one in radiant. You can create models in Max however.MRsteve wrote:Texturing? Can it be done in max or has to be mohradiant?
Yes there are. You will be getting errors when something is too complex. Keep things as simple as possible (but not simplerMRsteve wrote:Are the any restrictions? Polycount etc?
It should be separate brushes and entities.MRsteve wrote:Does my level have to be one whole joined mesh? Or can it be many seperate objects ?
Not that I know of. But take a look at this for map naming: http://www.planetmedalofhonor.com/rjuka ... aming.htmlMRsteve wrote:Are there any naming conventions to follow with max?
Hope this helps out.
thks for quick reply
Thanks it all becoming clearer as we go....... when I asked about the level being one or whole.......your response was based on MohRadiant.....it was probably my line of questioning but I was looking for info on creating level wholely in max, would this need to be seperate objects which are then translated thru import into seperate brushes in MohRadiant?
Or am I barking up the wrong tree and the models have to seperately imported in to form levels? And is max strictly used for building objects/prefabs and all tied together in MohRadiant?
Thanks again
Steve
Or am I barking up the wrong tree and the models have to seperately imported in to form levels? And is max strictly used for building objects/prefabs and all tied together in MohRadiant?
Thanks again
Steve
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
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To my knowledge you can't create MOHAA maps in Max... I know other game systems support this...
You can only create separate models... if you were to create a map and import it as a model, you would get hell with everything from lighting, collision detection and most of all: terrible FPS.
I may be wrong... anyone else sitting on a Max -> Radiant converter out there?
You can only create separate models... if you were to create a map and import it as a model, you would get hell with everything from lighting, collision detection and most of all: terrible FPS.
I may be wrong... anyone else sitting on a Max -> Radiant converter out there?
