Exporting the AImesh in 3dsmax
- AImesh Import 3dsmax
- Create AI Meshes with 3dsmax9
- AIMesh Hierarchy Editing
- AImesh Export 3dsmax
- How to set up 3dsmax collision mesh schematic
- Understanding the AImesh (COL3)
- Troubleshooting the Aimesh
- Creating an AImesh from a multi-part object
- Creating an AImesh for a Multi-Story Building
- BF2142 AImesh Creation Project
Finally, now we are going to export the AImesh! From the main 3dsmax window, select the BF2 tab and then BF2 export. You will have a window similar to this one below:
The first time you export, you need to setup the export location, so click the 'Run Setup' button in the upper right corner of this window. For exporting AImeshes, you only need to setup part 1, the output location. I use a work area to put all my exported Aimeshes. Since I do a lot of work in the navmesh folder, I just created an export subfolder there. So my export folder is set to:
C:/Program Files (x86)/Origin Games/Battlefield 2 Complete Collection/navmesh/export/
Set yours up to where it's convenient for you.
Now click the 'finish setup' button and your back to the BF2 export window.
I use the object's sub-folder path to keep the exported AImeshes into separate folders for the different mods that I work with. For medieval house tutorial, use BFH for Battlefield Hero. This will create a BFH subfolder in my export folder if it's not already there when the model is exported.
Uncheck all check boxes. There are no checkboxes that need to be checked for exporting. Click on the 'export object' button to export the object.
Now go to your export location to verify. For the medieval house tutorial, look for the export\object\BFH\medievalhouse_02 folder. In there, open up the meshes folder where you will see the collision mesh and static mesh for the medieval house as shown below:
If not, go back and check the hierarchy. If you missed something in the hierarchy setup, it won't export.
Once you have the AImesh exported, your ready to get it into the editor. This is another tutorial.