Need Help with 3ds max 7

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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SkullzOfZyx





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Need Help with 3ds max 7

Post by SkullzOfZyx »

ok so i have been watching these tutorials here, and did everything the guy said up to step 6. at the end of step 6 where he says turn it into a .jms file, it isnt there in export function. I dont know what to do.

Its not the best map but it is kinda nice to me since it is my first.
here is a screenshot http://img44.echo.cx/img44/5186/mapverticies4bb.jpg

AOL message me at Skulls Of Zyx if you want the .max file, do what ever you want to it, i dont care.

*if you look at the screen shots* i want to have like the ramps going through a rock wall into the base to capture the flag (is that possible). and who was the guy who made pipedream, a mine launcher would be perfect for this map to pop on a hog on their way out.

One last thing, see those trails on the side? is there a way to connect them tunnel wise?

THANKS FOR YOUR HELP
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SkullzOfZyx





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Post by SkullzOfZyx »

I have the blitzkreig plug-in, but 3ds max 7 doesnt support it so....can somebody convert it for me? the AOL scrn name is in above post and ill send u file.
Pie





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Post by Pie »

Find the Blitzkreig plug-in for 3ds max 6.

6 works for 7.

The one that comes with HEK is for 3ds max 5, so it only works with 5.
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Gavel




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Post by Gavel »

That is way to high poly. Sure looks better than my first map model though. That map you made would never make it in game, it has pieces of the side missing! Open edges!

Aahahah, I had to teach my teacher what 3d model was made up of today >_< rofl.
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Patrickssj6




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Post by Patrickssj6 »

its not high poly its around 1500 i guess
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Pie





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Post by Pie »

build the map to your own standards and worry about lowering polycount later, when your done.

Very nice for a first map, if you want me to fix up some open edges later, i can :wink:
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