Modelers should jump on this...

Hello

Hairy has it right. You put a few plugins into gmax, export as mdl, compile as an x file, import into 3dexploration, save as 3ds, then import into max! I have found that there is a file size limit and you do lose animations, some hierarchy, but you keep all your mapping.

You have to rename some parts, redo animation, recreate the hierarchy and you are good to go. It is nice to be able to do this if you want to use your models in other games.:kilroy:

There is a plugin for max 8 and 9 that imports xfiles directly.
 
Ted,
Where do you get these plugins? I'm more than keen to get hold of them so I can use my max9 to multimodel some existing projects.
Partically the Xfile plugin for Max9
How do you compile as an Xfile?
 
Yes that is it!

I have run into problems regarding files size. Greg, let me know what you experience. BTW where is the 290?????
 
I have run into problems regarding files size. Greg, let me know what you experience. BTW where is the 290?????
What exactly do you mean by "problems with file sizes"?

I do not import .x files directly, I convert them to .3ds with a 3rd party program, usually Deep Exploration or 3D Object Converter.
 
I've been having some fun with a trial version of Max (from Autodesk - 30 days and it'll turn its toes up, 18 to go!) and got the Xporter plug-in from maxplugins.de to import the .X file directly.
This seems to work, apart from the model being rotated nose-up and mirrored left to right. The rotation can be cured with setting a 90deg rotation on import and unlike gmax, the mirror button in Max works correctly - select all and mirror, job done! :d:

The big headache seemed to be the animations which were all compressed down to frames 0 to 1, but I've just discovered that this does not mean only the first and last keyframes are retained. If you use the Key Mode Toggle, you'll find they're still all there and you can step through them as before and then move them back to their original positions.

It's much more stable than gmax, has lots more tools and options and I now have a serious problem...........

All contributions gratefully received!
 
mark..is 3d exploration a similar program for modeling objects ingames???
edit...found a script that can translate 3dmodels into gmax
R

Gmax has always been able to import 3ds. The trick is going from gmax to max! You need to export the gmax file to an x file, then import the x file into 3d exploration. Save it as a 3ds then import into whatever version of max you have. That's all it takes!!! Well not exactly since you need to install a few plug ins in gmax. learn how to save an xfile with materials (all animation is gone) rename all the parts once it is in max and then you can go ahead. I have the 190 and Ju88 done if you want them let me know.
 
There are several tools that enable you to import ancient models into gmax.

I've used the Universal Model Creator and Converter to extract x files or dxf files from FSDS and FSDS 2 based models.

There are also tools that allow you to create dxf files directly from the FSDS and FSDS 2 models, named mdl2dxf, verious versions available

To convert files like api's etc I've found out two ways: creating scenery files, extract the source code for the file to .sca, adding a new file header so the Trevor Stigter tool MdldisAs and create a new FS 98/FS 2000 mdl. And than converting it with the Universal Model Creator and Converter to get the x or dxf file to import in gmax of max

An easier way to convert api's or disassemble scenery files is to use ModelconvertX by Arnoud ten Haaft, you will be able to extract ready to go 3ds files in a minute. I've converted some CFS 2 and FS2004 Dutch airfield and buildings by Cees Donkers for the Dutch ETO addon this way.
It does not work that well on aircraft models however, but it can deal with library files and it's just a matter of clicking to get several 3DS files. I've converted a lot of CFS 1 libraries this way with much cleaner results than handcoding the .scx files

Converting FS2k4 aircraft can also be done using MDLC to get .sca coded files, which can be imported into gmax with the scam import plugin (and than with Mdlmaker you can get x files. I've converted several CFS 2 ships, tanks etc this way, although the result might get very messy because of the centerpoint of the mdl...

There is an interface with gmax en Deep Exploration, but you must have Max installed to have that working

Guess what I did last night, to be added into the Dutch ETO addon (see attachments)

Deep Exploration has been a great tool, I've been using it for years now to browse and watch any 3d file, from Sketch up to Autocad files

To map simple projects I export an x file, convert it to obj map the obj file with a freeware tool named UvMapper, import back in Deep Exploration, convert to 3ds, import in gmax again, create the LOD if necessary, create the rubble and damage files and than export to m3d files so I can drop bombs on them

See this screenshot for a project I did this way, and also coming in the Dutch ETO Expansion addon (but than with some 100 others)

static_bf109e.jpg
 
Fyi

Gmax has always been able to import 3ds. The trick is going from gmax to max!

afaik the Mathiases of this world use the BFF script to export from later versions of Max to gmax. This avoids the 8.3 name problem with 3ds format and you end up with a MAXscript that runs in gmax and actually generates a completely new model within gmax. Clever stuff...

Apparently this retains all the animations, textures, hierarchy etc so all that's left is to export to CFS3 or MakeMDL.

If you're using Max 4 like Nacht, this is presumably unnecessary.
 
afaik the Mathiases of this world use the BFF script to export from later versions of Max to gmax. This avoids the 8.3 name problem with 3ds format and you end up with a MAXscript that runs in gmax and actually generates a completely new model within gmax. Clever stuff...

Apparently this retains all the animations, textures, hierarchy etc so all that's left is to export to CFS3 or MakeMDL.

If you're using Max 4 like Nacht, this is presumably unnecessary.

Thanks for bringing this up... this link http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1201180349 will tell you what you need to know, the only catch is that you will need 3DSMax 8, 2008, or 9 for it to work.
 
Question_Foute Man!!!

Hey, were did you get the do 17's? The reason I am asking is that I am making a 215 B-5.
 
Thanks for bringing this up... this link http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?num=1201180349 will tell you what you need to know, the only catch is that you will need 3DSMax 8, 2008, or 9 for it to work.

There's a thread over at Netwings about BFF with a link to download it.

http://forums.netwings.org/forums/showthread.php?t=9133


The older version 0.3.6 is still available at http://www.scriptspot.com/bobo/darkmoon/bff/ if users of earlier versions of Max are searching for it
 
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