Author Topic: g3d plugin  (Read 2983 times)

KiwiWarrior

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g3d plugin
« on: 16 June 2010, 04:51:32 »
i need some help ok i was going to make i mod for this game but i only have version 2009 of 3dmax so the plugin to save your 3d models will not work cos it says it was made for 3d max 2007 does any one know if there is a version for 3d max 2009???

Gabbe

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Re: g3d plugin
« Reply #1 on: 16 June 2010, 08:26:19 »
get blender, find out how to import export, install the blender export script, export from 3ds max to a blender friendly format, export from blender to G3D

ChupaReaper

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Re: g3d plugin
« Reply #2 on: 16 June 2010, 09:23:23 »
I use 3DS Max 2010 and convert models and animations from it to blender using the md5 format (md5mesh and md5anim).
When you download blender make sure it uses Python 2.5 because the g3d script doesn't work with 2.6.
If just model in 3ds max (no animation) then use the obj format to move your model from max to blender, it supports a mesh and texture. If you're using mesh animation then maybe try md2 or md3 formats, I don't use mesh animation even though Glest does so you'll have to mess around with formats yourself there. If you animate using a skeleton then use the md5 format for importing to blender. For md5s your mesh must use a skin modifier with all the bones you're animating attached to it, I find it's easier to use the weight tool and manually weigh bones to the vertices manually than using envelopes. Make sure your skeleton is all linked together all linking to one bone else the animation wont render right when t gets to blender. Also if you're using IK Solvers then you must collapse your animation before exporting the md5anim (select all bones, goto motion > trajectories then set the start to 0, finish to 100 and samples to 101 and hit the big collapse button).
That's how I model and animate for Glest anyways lol!

titi

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Re: g3d plugin
« Reply #3 on: 16 June 2010, 09:33:30 »
Oh I didn't know that!
Thanks for mentioning this ChupaReaper! So md5 is the format a LOT of people looked for! This should be added to the wiki!
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Gabbe

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Re: g3d plugin
« Reply #4 on: 16 June 2010, 10:02:25 »
mhm tit, hairy cat got maya...he needs your help if you haven`t already heard from him..

ChupaReaper

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Re: g3d plugin
« Reply #5 on: 16 June 2010, 20:28:08 »
Oh I didn't know that!
Thanks for mentioning this ChupaReaper! So md5 is the format a LOT of people looked for! This should be added to the wiki!

NP, it makes ID Software god like as it's their IDTech 4 engine that uses md5s (Doom 3, the new Wolfenstein). Just make sure when using IK Solvers that you collapse the trajectories before exporting the md5anim and also all bones must link to one parent (e.g: LHand > LArm > LUpArm > Spine > Waist; Head > Neck > Spine > Waist; LFoot > LLeg > LUpLeg > Waist), so don't have to directly link just as long as they all link to one master bone. Also you only need to export the md5mesh once, import that into blender, set the materials for each part of the model and save, you can then use the md5 import to import the md5anims into blender, when importing a new animation leave the mesh location blank and it'll just overwrite the previous animation in blender. It took me a good while to get all this working but now I have no problems.

KiwiWarrior

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Re: g3d plugin
« Reply #6 on: 16 June 2010, 21:19:22 »
kool thank for all your help guys xD

Omega

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Re: g3d plugin
« Reply #7 on: 17 June 2010, 05:57:05 »
Hmm, interesting. I've used the m2/5 formats before when working with modeling for other engines (I found them to be one of the most compatible, with the majority of 3D engines supporting them).

Incidentally, I don't suppose one of you 3DSMax users could fix the export script so that it works with the newest version of 3DSMax? Most of us use blender, thus why we cannot keep it updated, but depending on the changes between the two versions, it may not be a huge change to adapt the export script to the 2009 version of 3DSMax
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Gabbe

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Re: g3d plugin
« Reply #8 on: 17 June 2010, 06:35:08 »
adn 2010*

The format needs a serious cleanup anyways...

ChupaReaper

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Re: g3d plugin
« Reply #9 on: 27 June 2010, 13:42:00 »
I'm not too experienced with these import/export scripts except in how to use them. I'm willing to help test them though. Also GMax is good to make scripts for as it's like a crappy free version of 3ds max, though I'd go for 3ds max 2009 and 2010, I think there's 2011 out too now but I'm not getting that for a while until it has full md5 support (not sure of it does now or not).

Gabbe

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Re: g3d plugin
« Reply #10 on: 30 June 2010, 15:48:32 »
we are ın 2010 now :o

wyvern

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Re: g3d plugin
« Reply #11 on: 30 June 2010, 21:24:51 »