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BF1942 (3dsmax/gmax)
This tutorial will cover the basics in exporting a weapon model into 3dsmax; it will
not cover the creation of the model, but rather simply putting it into, and replacing
an existing model in the game. It requires you to be familiar with 3dsmax‘s
interface.
Ok once you have installed the necessary files, let’s start by opening up 3dsmax
and loading up the weapon model that you already have, for this tutorial I will be
using my existing G36 model which will replace the MP44 model in vanilla
BF1942.
Select these files and hit Extract Selected and extract them to a convenient
spot. I extracted them into my gmax/3dsmax meshes folder.
As a side note, your weapon model should be separated into three parts, the
main body of the weapon; the ammo magazine and the trigger. In Bf1942 each
of these parts have a different naming convention.
Now that that’s done, we’ll import the selected .sm files into 3dsmax/gmax and
replace them with the model you have. I will be using G36 model shown before.
Run the program (either 3dsmax or gMax) and let’s get going.
We will import it and replace it bit by bit, so let’s start out with the base. The
proportions might turn out messed up but we’ll fix that, just rescale YOUR model
only. Once that’s done put your model exactly into the place of the model you’re
intending to replace.
Time to export our object, after changing the name of it, set it up in the export
menu so it looks like this:
Hit the “Pack Folder” button and voila! A standard mesh RFA file ready for
BF1942! Make a new mod using the BF1942 Mod Wizard in the MDT files, and
copy paste this RFA file in to your mod’s archives folder.