Author Topic: Models developing  (Read 1821 times)

pullo

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Models developing
« on: 18 January 2010, 21:32:26 »
Hi. I'm developing a new mod. I need some way of converting .max files to .g3d
The 3ds max 7 converter plugin doesn't work, it just causes everything to crash. I can't even export a simple cube...it only works with an empty scene :)
Then I tried to export to .obj file, then import it into blender, the problem with this approach is that obj files do not store animation that i've created in 3ds max.

So the only solution I see here is to make 3ds max 7 exporter to work somehow, has anyone ever experienced the similar problems with it?

Thanks

P.S. Cant use Blender for modelling, it looks scary..

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Re: Models developing
« Reply #1 on: 18 January 2010, 21:52:48 »
WEll what version of 3ds Max are you using? ::)
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pullo

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Re: Models developing
« Reply #2 on: 18 January 2010, 22:14:25 »
WEll what version of 3ds Max are you using? ::)
I have both max 7 and 2010. I didnt try it in 2010.

John.d.h

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Re: Models developing
« Reply #3 on: 18 January 2010, 22:23:06 »
You can export your model as an .obj, import it into Blender, and then export as .g3d.  I don't know if this works for animated models, though.  You could also try .dae format.

pullo

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Re: Models developing
« Reply #4 on: 18 January 2010, 22:33:12 »
someone had a simmialar problem here: https://forum.megaglest.org/index.php?topic=711.0
although mine is slightly different, what i've done so far: started 3ds max, placed a primitive cube, then when exporting it simply crashed with no explanation.
do i have to do something else with the scene? something with textures maybe?

If i click 'create a log file' it does create a log file with list of things it has done as well as g3d file, but the file is corrupted.

Regarding to exporting it to blender first: i've tryed obj but it doesnt store animations, will try dae but still going through blender is not an optimal solution.

John.d.h

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Re: Models developing
« Reply #5 on: 19 January 2010, 02:01:56 »
Things you need to do before exporting:

Set start and end frames of animation.  Otherwise, it will export as 250 frames (way too big)!  This only needs to be done for the entire scene, not each mesh/object.  See here: https://docs.megaglest.org/How_to_export_non_animating_models

Apply the material to each mesh.  Otherwise, it will be blank!  See here: https://docs.megaglest.org/How_to_export_non_animating_models

Make sure each object has only triangles (not quadrangles).  To do this, select a mesh (right click), go into Edit Mode (tab), and press "ctrl-t".  Repeat the process for each mesh.

That should be everything, but if you get stuck, ask.  You can also check out the following guide to just about everything you need to know for exporting from Blender: https://docs.megaglest.org/Exportscript
« Last Edit: 18 June 2016, 17:29:56 by filux »

Loronal

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Re: Models developing
« Reply #6 on: 19 January 2010, 11:11:07 »
Cant 3ds have animations. I  know it has uv.

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Re: Models developing
« Reply #7 on: 19 January 2010, 11:19:09 »
As far as I know the export plugin should work for 3ds 7 and 8, but not any later versions
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pullo

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Re: Models developing
« Reply #8 on: 19 January 2010, 12:50:31 »
Turns out the problem was most likely my operating system, Im using Win7 X64. Had to install WinXp 32 virtually and the exporter worked straight away.

tucho

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Re: Models developing
« Reply #9 on: 19 January 2010, 17:33:04 »
max 7 and 8 are the latest versions that suport G3D export plugin, you can export directly from max if you use 3ds max 7

 

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