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Forum Members: 18,679
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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-14-2005, 03:53 PM
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#11 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Well , ill be damned, slickity slik , now , my question , where you get it , i have ravaged my IDE , and can not find the w3d tools set on it anywhere . Is it plug? lemme know pls, TY
I would much prefer to run my max over gmax, i tried dumping the gamepack from westwood into 3ds , heh , didnt work , anyways , my list box of tools does not contain the w3d tools set , it Does however contain the exporter (however i have been searching around online , and from what i hear there was problems in version 6 , so hopefully they fixed it for v7)
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03-14-2005, 03:54 PM
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#12 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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I coded it myself. Still work in progress though.
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03-14-2005, 04:07 PM
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#13 (permalink)
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Senior Member
Join Date: Jun 2004
Location: Earth-ish
Posts: 197
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actually RenX is made strictly for 3DsMax and it can import and export W3D files "perfectly".
just google renegadetoolsinstaller2.exe and that should get you what you want... also the import feature is located at the same spot where you import a bit map texture.
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03-14-2005, 04:07 PM
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#14 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Ahh , see , i knew i couldnt be that far off from the truth , lol, hey , gotta say , damn good job , lemme know how it goes , i could really use a plug like that , good luck on it.
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03-14-2005, 05:07 PM
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#15 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Quote:
Originally Posted by Cedar";p="
actually RenX is made strictly for 3DsMax
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You mean Gmax right? Originally it was made for 3dsMax 3.1, but that changed with the release of gmax.
There are two 3d file formats using the .W3d extension.The most common(the exporter for which is in 3Dsmax) is Shockwave3D.
The one we are interested in is Westwood3D, and the only publicly available exporter for that is RenX for Gmax.
Rene, you may want to edit the personal info out of that screenshot 
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03-14-2005, 05:18 PM
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#16 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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If you mean the ICQ number, it is my own and as you can see I made it public at this site.
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03-14-2005, 05:22 PM
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#17 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Ahh, I thought it was flybys.
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03-14-2005, 05:32 PM
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#18 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Ahh HAH ! , ok , thanks KeyOp , that totally explains my level of frustration trying to peice these two products together , now i understand.
All i know , is i can build my mesh in 3ds fine and dandy , but as far as exporting in w3d format and with materials andd textures , i end up always having to use gmax. Now it all makes sense, Thanks.
Still , keep me posted pls Rene on the work you do , i would be very intersted in that.
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03-16-2005, 04:36 PM
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#19 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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I'm sorry to tell you that progress is really slow. The 3dsmax sdk documentation is not selfexplaining and requires a lot of research time. Don't expect any miracles on the short run.
For those that are following this for some longer time now, I had some limited success on textures lately.
http://www.makaveli.nl/rene/w3dMaterialWithTexture.jpg
This may not look like much but it's the very first time I have a texture visible in the viewport  .
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03-17-2005, 09:02 AM
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#20 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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good to see you got that nailed down, rene !
and yeah.. the SDK is just one terrible pile of code.. 
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