adding emitters in gmax [message #274368] |
Fri, 20 July 2007 00:08  |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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I remember I once added an emitter made by WestWood in to a map in Gmax, but I forgot how I did it..
but on top of that, I don't want to use one that is already in Always.dat, I am using a custom one that I made.
How do I put it into the gmax scene?
[Updated on: Fri, 20 July 2007 00:09] Report message to a moderator
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Re: adding emitters in gmax [message #274583 is a reply to message #274368] |
Fri, 20 July 2007 18:29   |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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exaust fumes tutorial on renhelp.net, and simply place the object and emmitter w3d in your mod folder in LE. I think thats how it'll work.
No i dont think you can serverside it if thats what you mean, as the player would have to download the w3d, and stick it in the file.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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