I wont explain here how to map, if you want to know how to use 3ds max watch a training video/dvd, its not my job to tell you how to use 3ds max.
I WONT spoonfeed anyone, i dont want to see any stupid questions please.
(Just reading and following tutorials makes you dumb, you have to figure stuff on your own!)
First of all you got to understand how maiet maps work.
Maiet maps are splitted into visuals and the collision map.
The visuals are always nonsolid (!) due to the fact that the collision compile screws you over with big complicated meshes.
This is the collision map for Pavilion, what you see are ~400 single objects.
As a matter of fact collision compiles seems to fail with one big object so you have to split the collision map into several objects.
Now as for the shaders, unlike radiant, shaders are not special textures you assign to faces.
It works different, the shaders work by processing the object name/checking for object name prefixes.
The names you give to objects are very important when working with maiets plugins.
You want to name your visuals "pass_<desired object name>" (you can also just use numerals as name after the underscore)
"pass_" Makes the object bypass the collision compile which is important because you make a collision map.
The objects that form your collision map you want to name "hide_<desired object name>" (you can also just use numerals as name after the underscore)
"hide_" Hides the object with the "hide_" prefix BUT will use the object for collision compiling.
Map objects like say water,skybox and what else you want to make an object (main reason is for animations) have to have the "obj_" prefix.
Objects with the "obj_" prefix are ignored from rs/bsp and collision compile, they are also excludet from the lightmap.
Moving on to entities, entities are lights and spawns.
As for lights only omni lights will be exported.
You cant use all omni light settings from max, however, casting shadow, intensity (multiplier) and attenuation start/end do work aswell with the light color.
Spawns are created making dummys and, again, naming them certain things.
Player spawns are "spawn_solo_101", "spawn_team1_101"/"spawn_team2_101".
You can change the number after 101, i think you have to start at 101 though.
(Didnt do any research for that)
HP/AP/Ammo spawns im not sure, i did no research on them.
However, you can just make them player spawns and later copy/paste them into the spawn.xml.
When you have finished making your map you export it.
Now, depending if you are lazy and dont care for unclean stuff you just hit ok.
Dont change the tree depth value!, the value is automaticly chosen to fit and make everything work.
You can change it around if you want but i dont suggest it.
Once your map finished exporting you can start up worldedit and load your maps rs file.
Once loaded you click on work and select generate lightmap.
The max/min size represent the min/max size of the faces in pixels².
For example, min size 8 -> 8*8pixel (64 pixel total) for small faces.
The supersample acts like a anti ailaising, makes edges softer etc.
Thats basically all there is to know about how to get a correct working map using maiets plugin.
I dont want to see straight rips from other games used in Gunz.
Maps from other games are designed FOR the game its from.
Using a, for example, cod mw map with gunz wont work out to well.
(Besides the fact that that wont work because of to many polygons etc)
Be creative everyone, gunz is dead if all of you keep "ripping" off content from other games.
(Example; getting some random pics from a item of a completly other game of google and then poorly model and stretch the picture as "texture" over the model.)






