Dodo Tank Joined Aug 30, 2004 Messages 2,140 Reaction score 0 Mar 4, 2005 #1 how do I set the scale in 3dmax, (for making props)... soo my model isnt huge in model viewer.
S Some0ne Newbie Joined Dec 14, 2004 Messages 296 Reaction score 0 Mar 4, 2005 #2 dont know about 3ds max. but if you know how to change the size to the real scale(its actual size in the real world) then change it to that and enter 39 for the "$scale" command in your QC file
dont know about 3ds max. but if you know how to change the size to the real scale(its actual size in the real world) then change it to that and enter 39 for the "$scale" command in your QC file
Dodo Tank Joined Aug 30, 2004 Messages 2,140 Reaction score 0 Mar 4, 2005 #3 thanks... :thumbs: but, if i want to make a piece of wall that's broken, and model it like a prop how do i make it 96 x 96 for Hammer ? (if you know what i mean.. )
thanks... :thumbs: but, if i want to make a piece of wall that's broken, and model it like a prop how do i make it 96 x 96 for Hammer ? (if you know what i mean.. )
S Some0ne Newbie Joined Dec 14, 2004 Messages 296 Reaction score 0 Mar 4, 2005 #4 yeah i know wat u mean and i would actually find this of use too. maybe when i have time il add this feature to my hl2 compile toolkit. sorry dodo but i cant help you any more on this at the moment
yeah i know wat u mean and i would actually find this of use too. maybe when i have time il add this feature to my hl2 compile toolkit. sorry dodo but i cant help you any more on this at the moment
simon Spy Joined Jun 8, 2003 Messages 798 Reaction score 0 Mar 4, 2005 #5 we tested this.. 1 unit in max = 1 unit in HAMMER/half-life2 so, create a cube in 3dsmax with the following settings: 32*32*72 (that is the player size in HAMMER/HL2) also make sure the model is always in the dead centre in 3DSmax, before you export it in .smd
we tested this.. 1 unit in max = 1 unit in HAMMER/half-life2 so, create a cube in 3dsmax with the following settings: 32*32*72 (that is the player size in HAMMER/HL2) also make sure the model is always in the dead centre in 3DSmax, before you export it in .smd