Keeping the Gmax pimp hand strong


(The5thHorsemen) #1

pretty nice file converter I can pretty much import just about any format I want into Gmax with it,

Including Radiant .map file’s
and
q3map2 generated .ase file’s

Quick - How to use it
http://www.dsmith.gmaxsupport.com/Gmax_to_3d_Explorer.htm

The actual prog:
http://www.dsmith.gmaxsupport.com/downloaditems/3dexplor1_5.exe

Let me know what you think of it and if you have somthing better…

:drink:


(rgoer) #2

As soon as you figure out how to go from Gmax -> .ase, this will become invaluable.


(The5thHorsemen) #3

you can open up a q3map2 generated .ase file and convert it to 3ds mesh .

import it into Gmax and edit it in Gmax.

and then export it as Md3. or Export a Gmax file as Md3. and the convert it to 3ds or whatever elses you want.


(rgoer) #4

But when you create a model in Gmax that is larger than .md3 allows, then export it as a .md3 with the intent of converting to .3ds or .ase, don’t the vertexes get borked by the .md3 limitations?

I suppose I should have been more clear before: as soon as you figure out how to go from Gmax -> .ase with a model that is large enough to warrant a non-md3 file format, this will become invaluable.


(rgoer) #5

also, check this post out–it’s about NaN’s Blender Creator software and .ase export from it. Might be the wave of the future, might be a pipe dream. Worth a look, though, in any case.


(The5thHorsemen) #6

just scale it down …

use the freescale all and scale it down.

then import it…

also if it’s a complex entity you can break it up into chunck’s,
and then use the groups key to keep it oganzied ,
and then use the import selected option,
then import it in smaller chunck’s …
place the gizmo’s all in the same coridinate’s and it should line up perfect.

in q3 entities window use keyword modelscale and value 0.1 to 999 to enlarge the md3 to whatever size you want.

also there’s a few other model formats suppoted with q3map2.

I can’t seem to get anything finished in Blender …

I’m not picking sides or anything, I’m just starting to get used to Gmax.

I know for D3 everything is being done in maya from what I here…

figures I just start to get used to one editor and they switch …

bastard’s


(Emon) #7

I think rgoer means the vertex limit of what, 1024 vertices per node?


(Hewster) #8

I concure, what we REALLY need is a method of exporting .ase
from Gmax, or converting a .gmax to .ase, although you can just
scale the md3 down, it does loose some accuracy, and its a bit of a pain.
Me love .ase format… easy to change shader paths, no limit on size ect.

Or even a converter from .md3 to .ase, with a scale function… but wait,
radiant + q3map2 can do that… mmm…

Still its a useful link Horseman… thanx :slight_smile:

Hewster


(The5thHorsemen) #9

Quick update on this one…

the file I linked to is 3 year’s old…

the program is basicaly the same but has gone through allot of update’s and UI imporvment’s…

http://www.righthemisphere.com/products/

you can request a demo of it from there site…

I have tried a few other’s but this one is still the slickiest one I have seen…

I have not tried deep paint but I have heard it’s a great program as well…


(Browser [ICE]) #10

There is an ASE exporter from 3d max to ASE in the SPARKS site.

Maybe if we request the source code of it and have it compiled for GMAX would do the trick.

All that’s needed before all of this, is to ask Discreet if an ASE exporter plugin can be coded. I’m not sure if they would want but I’ll check with them and post the answer back here.


(The5thHorsemen) #11

it would be a great improvement over having to convert and sometimes retexture the same mesh . and now that Enemy-Territory as well as most other games are using ase more and more it only seems to make sense.

looking forward to it.

on a different note.

is there any plan’s for HL2 and D3 support through Gmax?


(Browser [ICE]) #12

I had sent notes to both game companies a while ago.

Valve never answered me back.

I had a reply from ID Software and they aren’t playing any GMAX gamepacks for Doom-III and Quake-IV.


(Emon) #13

Valve is releasing some tools for softimage|exp, the learning edition of softimage|xsi, similar to Gmax and Maya PLE, for editing HL2.