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Modelling - Preparing 3ds Max

A Tutorial for Far Cry

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How to set up 3ds Max for Far Cry

1.  Modeling - Preparing 3ds Max for usage with Far Cry

Go to the Tutorial Center for easier access to my Far Cry tutorials
Next tutorial: Modeling - Making a simple barrel (not finished)

NOTE:
This tutorial works best with 3ds Max 4, 5 and 6.
I know that almost none of you have 3ds Max 6, but if you do, then you're lucky. If not, PM me if you need one. This works with 3ds Max 9 and above.


1.1. Units and meters


So, first things first. You have to adjust the sizes and measures in 3ds Max to be the same as in Far Cry.

In Far Cry, 1 unit is actually 1 meter. Europeans will measure things without any problems in meters.

For the ones who know the Imperial system, well, use a converter or something.

1.1.1. Step 1

First of all, go to Customize->Units Setup
And also open System Unit Setup.
From there make sure it's all set up like this:


Don't let the quad bike scare you, it's not hard at all.

In this case, the displayed unit scale will be in meters.
But in the system unit scale, we will set 1 unit as 1 centimeter. NOT to be confused with Far Cry's units.
Because Far Cry will just accept 1 cm as 0.01m.

Now, press OK on everything.

1.1.2. Step 2

And let's go to Customize->Grid and Snap Settings.

Go to Home Grid.

Now set up the parameters and values according to this:



Grid Spacing: 0,1m (it has to be , not .)
Major Lines every Nth Grid Line: 10
This is actually used for the grid subdivision when you zoom in/out.

Perspective View Grid Extent: 25
This sets the size of the surface of the grid in the perspective view.


Now, don't exit Max yet.

If you zoom out now, you'll see this:



And if you zoom back in, you'll see this:


The Major Lines every Nth Line is responsible for this. If it was set to 2, then the grid would go: 0,1m; 0,2m; 0,4m; 0,8m; 0,16m; 0,32m etc.

So it's best to leave it at 10, because it seems to be very logical that way.


1.2. CryExporter Plugin



This one is very, very important. Without this you can't export your models to Far Cry.

Luckily, the CryExporter for 3ds Max 4, 5 and 6, is there, in the CryEngine Mod SDK. That's a good thing.

In the SDK folder, find it in a folder called Tools. Find CryExport.dlu.

HOWEVER, if you have 3ds Max 9 or above (say, Max 2010), there's still an option.

There's a CryExporter for Max 9 and above, the admin at CryMods.net found it on his hard drive (thanks, tnlgg!), and uploaded it to his site. And then, I also shared it over here.

The CryExport.dlu is a utility plugin, if you haven't noticed.

So, it brings the Crytek Shader into the Material Menu, and gives you the option of exporting models to Far Cry, including animations etc. That's nice.

1.2.1. Step 1

Copy CryExport.dlu into Autodesk/3ds Max/PlugIns/.
And load the plugin by going into Customize->Plugin Manager.

1.2.2. Step 2

From there, find CRYEXPORT.DLU:



"Crytek Exporter/Importer by Cuneyt Ozdas", well thank you, Cuneyt.

NOTE: If the guy's name is in Turkish, read the name like "Joo-ney-t", not "Koo-ney-t".


1.2.3. Step 3

Right click the plugin, and then under Selected Plugins, click Load.

The icon next to it will change colour to green, indicating that it has loaded.


1.3. Saving the configuration


So, in order to save these measures, and to load the plugin every time Max starts, we have to make an automatic save file.


Just go to File->Save As

And name it maxstart.max. Make sure it's in the scenes folder, otherwise it won't load.


1.4. Ending thoughts



Now you can export your models into Far Cry, make weapon models, character models, vehicle models, brushes, decoration models, vegetation, waterfall models, or maybe a jet, who knows...

Also, you may even want to code a realistic barrel entity, so you can make a model for it.

OR, you can just use it to apply new textures without replacing the original ones.

Happy mapping! No, wait...

Happy modelling!

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Admer456 avatar
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Tnlgg (at crymods.net)
For finding the CryExporter for 3ds Max 9

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