Seeking Tutorial : Exporting static objects from 3dMax to BeamNG?

Discussion in 'Content Creation' started by ultranew_b, Nov 14, 2013.

  1. ultranew_b

    ultranew_b
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    Hey,

    New to this Engine and Editor ! I'm interested in creating some detailed levels for BeamNG: Drive, so, custom assets are required ! I'm very familiar with CryEngine, is it a similar process?




    I'm looking for a tutorial (preferably video). Exporting static objects with collision from 3d Max to BeamNG tutorial?

    Something that includes how to :

    1. setup up proper file structure (where images and models get placed)
    2. add multi materials in Max
    3. export to BeamNG: Drive and get it ingame.

    Apologies is this has already been posted somewhere on these forums!


    :D
     
    #1 ultranew_b, Nov 14, 2013
    Last edited: Nov 14, 2013
  2. DrowsySam

    DrowsySam
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  3. moosedks

    moosedks
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  4. DrowsySam

    DrowsySam
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    Re: Seeking Tut : Exporting static objects from Max to BeamNG video tutorial?

    I guess even then it's still the same process..
     
  5. moosedks

    moosedks
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    Re: Seeking Tut : Exporting static objects from Max to BeamNG video tutorial?

    I was going to reply the same link you had but I don't know how 3ds max is set up so I didn't. He could import the mesh from max to blender and then follow the tutorial though
     
  6. ultranew_b

    ultranew_b
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    Re: Seeking Tut : Exporting static objects from Max to BeamNG video tutorial?

    Hey, thanks for the replies. I dont have blender tho. Max can export to collada no problem, its the hierarchy setup in max, material set up in max along with collision setup/naming convention that are the unknowns for me atm

    Surely someone has exported a model from max?

    If someone has a working test model.max file that would be even better !

    :D
     
    #6 ultranew_b, Nov 14, 2013
    Last edited: Nov 14, 2013
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