Map Help from 3DS Max

Discussion in 'Content Creation' started by TADS421, May 25, 2014.

  1. TADS421

    TADS421
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    Joined:
    Aug 30, 2013
    Messages:
    12
    Good Morning all,

    I have "maps" made in 3DS Max i say maps... they are racing tracks and other stuff.....

    i can export from max into T3D and BeamNG, In T3D i can make the map driveable... IE: collision Type = Visable Mesh..... But in beamNG i can not....

    Most of my maps are all made in Max and i would like to start to put some of the good ones into beamNG.

    Please can someone help me out and if anyone knows a way to get full on maps made from external modeling program to run in BeamNG? i dont really want to have to remake all my maps in the "in-game" editor as they will never come out the same.

    Many Thanks for reading this.
    Kev
     
  2. Fundador

    Fundador
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    Joined:
    May 21, 2013
    Messages:
    595
    I'm having the same problem from max. Driving me half mad.
     
  3. TADS421

    TADS421
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    Joined:
    Aug 30, 2013
    Messages:
    12
    i still can not do this very well, even if i make the Collision Mesh a clone of my track surface and name it correct so it is not visible in game and is just used a collision mesh, the collision mesh do not line up with the main mesh! sometimes it is on its side and sometimes its off center or just plain moved.

    i am just not able to understand this and hoping there is a better way to do this?

    The only way i have done this where everything worked correct was on a small track that just had in-feild grass, track surface and a wall around the ouitside was to export it from max...

    IE:
    trackmesh
    wallmesh
    grassmesh
    colmesh-1
    colmesh-2
    colmesh-3

    export as DAE

    Download SketchUp 8 FREE version and import into there, Once loaded in SketchUp re-export making NO changes as DAE again and that seamed to give me my track that was driveable.

    Kev
     
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