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Gmax to 3DS Max file exporting?

Lionheart

SOH-CM-2014
Hey all,

So, is there a new way to export a Gmax file into 3DS format? Does anyone know of a good way of doing this?

Many thanks for any info concerning this.



Bill
LHC
 
Fastest way I could think of would be using a DX9 ripper:

http://www.deep-shadows.com/hax/3DRipperDX.htm

In this way you could rip a 3d scene from almost any the DX9 rendering - including FSX for example and import it into 3D Studio max.

Texture coordinates are generally preserved - but model may be rescaled. I've tested it once and worked beautifully (I exported one model directly from the a/c selection menu), although it was only a test and I have not worked on that model - but polys/vertices/anything seemed to work fine.
Animations are lost. And so the invisible parts - and some of those exposed to transparency...

Note that this tecnique exposes existing 3d models (including any MDL) to ripping....well this extends to ANY 3D content in almost any DX9 application.
 
I contemplated removing the link Dino because the last thing we need, especially in this community is to give any pirate/loser/idiot the ability to hack anothers work, but I have seen this work and it is far from perfect in exporting a usable model from what I saw, but the issue still remains of others mesh being exploited.

Hope it helps you Bill.
 
there was a way posted over at fds, without searching for it i think it was to save the file as 3ds useing an exporter found on the web then importing it into max, of course you loose all animations but uv mapping should be intact
 
There is an obj exporter script from Gmax (through Listener). You can import obj into 3dsMAX. Geometry and uv-mapping are preserved, hierarchy, animations and smoothing groups are lost.

I'd have to find those scripts though.

Other way is to export to FSX MDL, and use MDL importer for Blender (python scripts for Blender should be somewhere at fsdeveloper forums). Blender exports almost every 3d format out there.
 
I contemplated removing the link Dino because the last thing we need, especially in this community is to give any pirate/loser/idiot the ability to hack anothers work, but I have seen this work and it is far from perfect in exporting a usable model from what I saw, but the issue still remains of others mesh being exploited.

Hope it helps you Bill.

I invested many hours exploring all of the various methods and came to one, inescapable conclusion...

...none of them are worth the bother. Mostly what you wind up with is a mish-mash of mesh that is organized by draw call rather than the original model's heirarchy...

...with the net result being that it takes longer to sort out the mess and reanimate than it would to build another model from scratch! :pop4:
 
I invested many hours exploring all of the various methods and came to one, inescapable conclusion...

...none of them are worth the bother. Mostly what you wind up with is a mish-mash of mesh that is organized by draw call rather than the original model's heirarchy...

...with the net result being that it takes longer to sort out the mess and reanimate than it would to build another model from scratch! :pop4:



Bill..

Say it isnt so...!


There is an obj exporter script from Gmax (through Listener). You can import obj into 3dsMAX. Geometry and uv-mapping are preserved, hierarchy, animations and smoothing groups are lost.

I'd have to find those scripts though.

Other way is to export to FSX MDL, and use MDL importer for Blender (python scripts for Blender should be somewhere at fsdeveloper forums). Blender exports almost every 3d format out there.


Empeck



Empeck, I am hoping you find it. Mainly the mesh is needed for a 3DS project. Mapping isnt required, and even landing gear can be redone swiftly.



Bill
 
Bill is right, there are several methods and all have their pitfalls, I tried the Seaking and to be honest it was quicker to build a new one, especially with the more powerful tools in Max.

The meshes have their uses initially to get something into Max your familiar with, but chances are within a short period of time your work flow and skills will surpass it.

People pay a lot of money for Max, why drag it down with clunky Gmax meshes, its like putting a Ford engine in a Rolls Royce, looks like a Rolls....drives like a Ford :).

Best

Michael
 
Michael, valid point, but it could also be used in defence, if you suspected mesh theft you could use the utility to cross check the stolen mesh with your original work, every model has its own finger print, I know what mine is and its on every model I make somewhere, I can see if its my original mesh or if some one is trying to pull the wool over my eyes and claim it was from another source :).

Best

Michael

I contemplated removing the link Dino because the last thing we need, especially in this community is to give any pirate/loser/idiot the ability to hack anothers work, but I have seen this work and it is far from perfect in exporting a usable model from what I saw, but the issue still remains of others mesh being exploited.

Hope it helps you Bill.
 
Bill - if what you want is the mesh, the fastest way is to export with the FS2004 gamepack, capture the x file, import to Blender, export to 3DS.

Otherwise, export with Quake MD3, convert to dxf. No animations, no textures, but you get a "clean" mesh.
 
I have succesfully used Tempest (Quake Gamepack) and Deep Exploration to convert a few half finished models from Gmax to Max. Tempest to create an MD3 file from Gmax source, Deep Exploration to convert .md3 to .max. Textures can go along too. All that was needed furthermore was to resmooth a number of parts again.

You can download the Tempest Quake game pack here http://www.turbosquid.com/gmax ( some say that you'd need Quake III for the game pack to run. Not true. Runs fine here without Quake ( huate it :p:) )

Evaluation edition of Deep Exploration is here http://www.righthemisphere.com/products/client-products/deep-exploration-cad-edition

Give it a try, Bill, worked fine for me. :)

cheers,
Jan
 
Bill - if what you want is the mesh, the fastest way is to export with the FS2004 gamepack, capture the x file, import to Blender, export to 3DS.

Otherwise, export with Quake MD3, convert to dxf. No animations, no textures, but you get a "clean" mesh.

Thanks Felix. I had forgotten about that.




Thanks Empeck,

Downloaded and installed and running as I type. If it doesnt work, I have Felix's backup.


A thousand thanks guys.




Bill
 
I dont know if you were able to find what your looking for, but there is a script that may help you. It goes by two names, Bobo's File Format, or Back From Five. BFF for short. You run the script in Gmax, and it creates a script file. Run that script file in Max and it will re-create the model.

It does good on basic objects, but not animation.

http://www.scriptspot.com/bobo/darkmoon/bff/

It says it works on old version of max, but I have used this up to Max 2010 without a problem. If Gmax can run scripts, you can use this.
 
I've used the Javis method. It works fine, but I would like a more streamlined method.:applause:
Gibbage, I just tried the BFF script. Where does the resulting file end up? I opened up a Gmax plane, clicked on the BFF script, then, well nothing...
 
I've used the Javis method. It works fine, but I would like a more streamlined method.:applause:
Gibbage, I just tried the BFF script. Where does the resulting file end up? I opened up a Gmax plane, clicked on the BFF script, then, well nothing...


This happened with the file I just did as well. Ran for 2 hours, finished, and I cannot find it anywhere on the HD. I ran Empecks system though, not this new script.


Thanks Kevin. I'll check that one out next.


I was just trying Felix's Blender method, and for the life of me, I cannot figure out how to get it in Blender. Blender keeps saying its an error, cannot open the X file. I tried importing, etc. Nothing.


I think these guys that did Blender, have never seen a Windows or Mac OSX program run before. The controls are totally alien, lol..

:isadizzy:
 
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