Gmax to 3ds converter
Also the rudders are moving but in the wrong direction, I forgot to align the pivot notes correctly in gmax But there is still a problem remaining.
I am only able to create a visible aircraft mesh in G3 through exporting the model from gmax as an md3 - file, originally developed for the 3d - shooter Quake III.
Than I realign the hierarchy in Deep Exploration and export this file to a 3ds file, creating in the first export process the kex - file, rename the generated. But if I use a generated x.
EDIT: I also have problems, that the converter doesn't accept aircrafts over polygons, although I've created collision meshes. The converter stops, while generating the first. So I am not able to rename the hierarchy tree. Probably then it would continue the export process.
Last edited: Mar 1, I'm not sure what you mean when you say that the mesh is not visible. If that were true, the import would succeed, but you wouldn't see anything at all. Please zip up and upload the 3ds files you're having trouble with. If you could, put a text file in there that briefly describes the problems that you are having with each.
If you can't upload them as an attachment, PM me and I'll give you an e-mail address to send them to. I'll let you know if I find out what is going on. EdrickV New member. The 3ds files might not work, but perhaps the cob files could be converted with newer software to compatable 3ds files.
The main reason I mention this is that Caligari made TrueSpace 3. Now the 2 Export Way as. This way also starts in gmax. First and second picture picture: Exportation through gmax as mdl file format. Pop up of middleman. Saving as x - file.
Third picture: Reimport through Deep Exploration. Fourth picture: The renamed hierarchy. Just like the hierarchy in the md3 - file. You also can see, that the mesh is now imported correctly like it looks in gmax. Fifth picture: After saving under 3ds and renaming through the sub - file, I import the generated kex file in G3. But after the collision mesh is build you see nothing at all. You can fly around but the aircraft still remains invisible. Using the md3 - way I got only a silver surface on the whole aircraft.
Last edited: Mar 3, To sum up: I've finally solved the texture problem. So it's now possible to get an aircraft into the G3 through using gmax and Deep Exploration. After creating your aircraft under gmax, you firstly export your file as md3 Quake III. Than you open it through Deep Exploration and get the textures back on your aircraft, because texture information is lost through the export process.
The good is, that not the mapping information is lost, so the texture mapping you can do in gmax. After texturing, you export the file as 3ds file. The best way to do this, is to stick from the beginning of the process to a. Then you have not to edit manually the 3ds file. If you would now run the converter with the generated 3ds file your textures would look very ugly. This is because Deep Exploration saves the textures as "compressed" tga files and normally replaces the original tga file.
Simply make a copy of your original uncompressed tga file, and overwrite the generated one through Deep Exploration. The tga file must be uncompressed! With using the md3 file format not only texture information is lost, the orientation of the pivot points is also replaced. After the export, all pivot points of every object are located in the same direction in the center of your model.
So they must be realigned. This can also be done by Deep Exploration. Points to pay attention: File formats: Other file formats like the Direct X file format work too, but the textures doesn't stay on the airplane.
Somethimes they disappears. The x - file format also generates a lot of Dummy - Objects that cannot completely deleted. So it's better to stay to the md3 file format, because it's already included in gmax. Hierarchy: Naming the hierarchy in gmax might be very usefull throughout the construction process, but doesn't really have an effect on the exported md3 file.
Hierarchy is lost! So it must be done in Deep Exploration and the sub - file which is generated through the converter. Other 3D - Editors: There are a lot of good and freeware 3D Editors out there, but none of them can handle the 3ds format correctly with hierarchy. So one must really use a professional converter program like Deep Exploration or NuGraf. It can be tricky. Your email address will not be published. Export Gmax to 3ds Max. Check out our 3ds Max tutorials below:. Related Posts.
Leave a Comment Cancel Reply Your email address will not be published. To import in directly you'll need to track down a model format converter. This will allow you to open the model into it and then save it back out as a different format preferably one that max has native support for, 3DS for example. As with the import info above you will most likely find that animations and UVW map info is lost, this will depend on the quality of the converter you use, most of which only convert mesh data.
MD3 format mentioned above it's now possible to export gmax to Max by exporting models out to the MD5 format associated with id software " idtech 4 "; this permits the creation and export of much more complex models as well as skeletal based rigs and animation's.
It's also possible, using the gmax2obj export script to save models from gmax as OBJ formatted objects. To learn more about this process read the gmax to obj tutorial here. All Rights Reserved. No part of this or associated properties shall be reproduced without prior consent.
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