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Is there a exporter for Gmax to 3DSMax?

Started by City Builder, January 22, 2008, 06:33:09 AM

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City Builder

Well, apparently everything I've read says that since Quake is such an old game theres little to no chance of an updated MD3 importer for 3DSMax 2008 so I had to find another solution.

The other solution I found that works is to download a program called 3D Exploration version 1.7 (unregistered, so it's only going to be good for 30 days) and do the following:

1. Export the model in MD3 format using the pop n fresh Quake exporter that works with Gmax 1.2
2. Open the MD3 file in the 3D Exploration program and have it convert it to 3ds file.
3. Open/Import the 3ds file that was converted in the 3D Exploration program into 3DSmax 2008 and it seems to have imported my model just fine, though I' didn't have any textures or anything fancy on the model that I did this with, but it all came through just fine.

Hope that helps others that are trying to figure out how to do this, as I've seen tons of forums with the same question and most of them have a solution of using the MD3 quake pop n fresh importer but that's for old 3DSMax programs and for me it doesn't work properly in 2008 so.... Hope this helps.


I've tried the Quake 3 MD3 importer for 3DSMax but it balks at me when I try to import anything something about this line:

-- Extract the filename of a data file from a PK3 filename
   fn GetDataPathFilename filename=
     (
      local splitPath = filterString filename "\\/"
      
      if splitPath.count > 0 then



And so I've not been able to import any of my exported models from Gmax to 3dsmax, Im wondering if there is a newer tool or a different exporter that works with both Gmax and 3DSMax 2008?

Or if anybody happens to know what the problem is with that line on the Quake-md3.ms script?

Thanks,
When your tired of games of destruction, come to CityBuilderGames.com to discuss games of Construction!
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Xiziz

#1
I've used this technique too before, though on my most recent try, I got an error saying I had more than 32 pieces in the mesh, I loaded it up in Max9 anyway and it came out fine save that it wasn't smooth(it was an aircraft, so that looked rather odd) and that there were holes in the mesh, or rather streaks of holes that you could see through.
I don't know if 32 is the limit of amount of mats you can export, or if its possible to smooth the surfaces out in max(i tried the smooth modifier, but as the mesh is several parts on that aircraft they just smoothed away from each other).

Great for recreating the model in Max though, since you got all the specifications from your previous model there :D

Edit, I believe that there is a direct conversion tool from gMax to Max 3 & 4, but i have'nt checked that out as I don't have those versions of Max.

toxicpiano

I have a tutorial here:
http://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=85422

Make sure you clear the smoothing groups though! (Jason says how to at the bottom of the page)
I find that alcohol, taken in sufficient quantities, can bring about all the effects of drunkenness.

City Builder

Im just starting to think that if a model is started in Gmax, then I should just finish it in gmax and start any new models in 3dsmax.  Either the MD3 exporter or deep exploration renames all the objects in the model that I took a great deal of time and caution to name a certain way to just obj#### so trying to find them in 3dsmax is not possible with the name list anymore since it's nothing more than:
obj1
...
obj666
...
obj1320  etc etc etc.

Wish I had found that tutorial a few days ago last week, would have saved me a great deal of time trying to find programs to do this.  :'(
When your tired of games of destruction, come to CityBuilderGames.com to discuss games of Construction!
Oh!  Thanks for the negative rep, I love you too!