Improved MD3 exporter for 3d max 4.5/5 & GMAX


(Browser [ICE]) #1

For the past few months, our beloved Chris Cookson has been working on improving the MD3 exporter for 3d Max 4.2/5 and GMAX.

Latest features:

  • Correct export of normals, respecting smoothing groups.
  • Calculation of bounding boxes per frame.
  • Improved error checking and validation.
  • Exports valid Q3A path names (no backslashes).

The current working versions are :

For any addition news, please visit Chris Cookson’s site.


(QESTUDENT) #2

Thank you very much.
This gmax plug-in is great! :clap:


(Enforcer) #3

How about maya5?


(tequila) #4

some info I posted on using unreal’s tools for converting Maya to ASE (found that much easier than converting to MD3, unless you really need MD3 for some reason)

http://www.quake3world.com/ubb/Archives/Archive-000004/HTML/20040403-6-027199.html


(Enforcer) #5

i cant get it to work i tried it but i get nothin in GTKradiant


(tequila) #6

Can you be more specific? :slight_smile:

Some things I can think of:

triangulate and merge verticies on the model before exporting (not sure merge verts is necessary)
model needs to be UV mapped and have a material(s) assigned
once you have an ASE the submaterials need to be renamed to valid Q3 shaders, including paths in the names (any texteditor will open ASE’s)
I think I had trouble referenceing textures in /textures directories, so threw them in my /mapobjects/mymap directory. (didn’t take any time to look into why this might be)


(WadeV1589) #7

A Max 6 compiled version would be nice.


(chavo_one) #8

Contact Chris Cookson if you have a full version of max6 (sdk stuff). He can work with you to compile the code against max6. He doesn’t have a copy of max6 so he can’t release a compatible version of the plugins without help.

cjcookson <@> hotmail <.> com


(WadeV1589) #9

Will do.