|dertyjerzian's San Andreas Max Mapping Tutorial. V0.2|
|*Allow me to tell you first and foremost that putting a custom-made map into San Andreas is currently a tough thing to accomplish without plenty of testing effort. This tutorial is meant to show you how to put an object into the game and begin your map.|
|What you will need, Mr Max Modeler, sir~|
|•An img archiving tool. I use !Spark because all changes are stored in memory so changes aren't made until you confirm them in a save. It also has a smart-compile feature that eliminates the need for the user to compile the img after editing.|
•You'll also need the Panda DirectX plug-in. I've got the R7 version for you here.
•Steve-M's ColMaker. (col-editor II on the way!) It comes along with a very well written README outlining the proper way to setup your PandaX plugin for export.
•Note-Pad is currently a necessity, but I'm very sure you'll be glad you did it this way first. I found a more eye-friendly version of note-pad by REspawn made specially for GTA games with loads of cool features here. I highly recommend you check it out. You'll be glad you did that, too.
•TXD Workshop. If I need to say more, you might need to wait a bit before doing maps. It's home is here.
•Head over here and grab Kam's latest DFF I/O script. *READ* THE README and install the script.
|End Part One|
|•Now that we have our Panda DX file and our DFF format model of our building in a safe spot, we can move on. Finished with max, we can now close it.|