Apr 17 2003, 20:52
Okay... I've got a model in Gmax and i need to get it into O2 and i want .3ds files to import into O2 but in can't get Gmax to export into .3ds files! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/sad.gif Somebody want to try and help me? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
A little background info... gMax is the 'learning edition' of the $3000+ 3dsMax. It has most of the modeling features of 3dsMax, but leaves out the rendering component (you can't make movies). It is also free. It will let you save to gMax files but that format is encrypted and Discreet is the only one who understands it. They do not want to give away their $3000 program for free, so you will not find any 3rd party programs who can do this. Although it would make sense for 3dsMax to open gMax files, Discreet probably left this feature out.
The major appeal of gMax is that it allows mod Makers to make new 3D content for games where the developers have entered into an agreement with Discreet. All the developer does is buy a developer version of gMax (that doesn't have the export feature locked, and is probably cheaper than 3dsMax) and creates an export plugin to distribute with their game. This plugin runs within gMax and allows saving to the vendor's game format.
One and a half years after the initial release of gMax, only 10 games take advantage of this really sweet deal. This low number just demonstrates that most vendors have no desire what so ever to allow their game modded. To incorporate gMax for modders is so easy, and cost conscious, it is just plain riddiculus that few people seem to know or care about it. Perhaps the game designers want to solely control what gets modded, so they can reap all the profits thru expansions...who knows. It seems most would rather take the Micro$oft approach to game development--make a good game, but never a great game (Mechwarrior, Freelancer, etc.). Even BIS wan't initially enthusiastic about releasing any tools/supporting mods (but in absolute fairness, BIS is #1 in modding support ever--they regularily read the forums, aswer questions 2 years after launch, have released 10? patches that add many new features, incorporate new scripting commands to help mod groups like CoC). Who else in the history of gamming has given this much support?
Fortunately, 3 of the smartest people in game development have decided to support gMax: ID, Microsoft, and now, Epic. The Quake3 format is extrememly well known, and practically a standard. Exporting as quake format from gMax is how you will get models into Oxygen.
1. Download the Tempest plugin for gMax off of Discreet's site. This will let you export model data as .md3
2. Import your .md3 into Milkshape3D. Get it off of www.milkshape3d.com It is the defacto standard in low poly count modeling. It sells for $30, but demo runs fully functioning for 30 days. Export as .3ds from Milkshape3D.
3. Unfortunately, .3ds format that Milkshape exports from is not compatable with Oxygen. You need to use a converter that is a bit more lenient when parsing the 3ds file, and resave it as a compatable 3ds format. I use Quake Model Editor. I think the guy wrote it in college, and his college web page is no longer available, nor to be found via Google. If any one wants this I will e-mail it to you.
4. If all goes well in QME/some other converter, you can now import into Oxygen. It works pretty well up to 20,000 polys, and takes about 1 min, but have not tried it with textures.
P.S. The export process may seem like a pain, but since you are getting a $3000 program for free, it isn't that bad. Hope it works out for you.
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