logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,626
Posts: 94,207

Administrators:
DeeZire, Redemption

There are currently 101 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 06-01-2006, 04:28 AM   #1 (permalink)
Member
 
Join Date: May 2006
Posts: 32
Send a message via MSN to ramon156
Default 3D Studio Max 6.0 / W3D Plugin

Hello,

I'm more experience with 3D Studio Max 6.0 then Gmax and other "simple" programs. After searching for a long time I found a W3D plugin for Gmax. Now I have a new computer and did not backup the old one

Is there a W3D plugin for 3D Studio Max 6.0? And if someone has it, upload it somewere, or give a link? And/Or a little tutorial to edit a model? I'm tired of converting 2 billion of things in Gmax. If I edit some models and put them back in they look weird, colourless and the balls like "Weapon1" just circle around the vehicle in the game.
It would be easy if I could just open a W3D file and save it like a W3D file, if I cannot do that in 3D Studio Max 6.0 I guess i'd like a Gmax tutorial
ramon156 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-01-2006, 04:56 PM   #2 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
Send a message via AIM to SmokeyDaBear Send a message via MSN to SmokeyDaBear Send a message via Yahoo to SmokeyDaBear
Default

well...dont know if there is a W3D plugin..but i know a way to convert renx and gmax files to Obj or m3d then convert them to 3DS format...
SmokeyDaBear is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-02-2006, 03:21 AM   #3 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 734
Send a message via ICQ to Flyby
Default

There is no W3D plugin for max6, but on the last community gathering, EA representatives promised to release some sort of SDK and modding tools.

From what I heard, a 3dsmax and maya plugin will be included. The question is then: when do they consider it the right time to release it?


Oh, I do recall Aircraftkiller once had the plan to commercialise a plugin for 75$ or so, but the protest was to such an extend that the whole commercialisation was cancelled....(most likely also due to copyright issues).
Maybe if you blink real nicely into Aircraft's eyes he will give it to you...
Flyby is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-03-2006, 08:45 AM   #4 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

ACK? Are you sure its not vapourware? :lol:

You can do all your creative work(other than game materials) in Max, then just send it to Gmax via .3ds format.You can import W3d files into Max or Gmax, the script language is the same, only more advanced in Max.Every one Ive tried Ive had no issue with.

For animation, just bake all your objects before export.Remember that .3ds only supports TCB rotations, and Max by default assigns Eular controllers, so if you want to export accurately, you will need to create a clone skeleton with TCB controllers to bake onto(unless of course you already use TCB).If you need help with a script to automate this process, Ive got one somewhere.Personally I use Character Studio, and then jsut run the script on it and export to .3ds, then rig it in gmax and export to W3d.

Also, a note on transferring UVs via .3ds, it is better to save the UVs to file from the Unwrap UVW modifier, than to export the UVs with the mesh.Exporting the UVs with the mesh causes corruption to vetice welds and UV seams.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-03-2006, 10:20 AM   #5 (permalink)
Member
 
Join Date: May 2006
Posts: 32
Send a message via MSN to ramon156
Default

Right. I can make files in 3D Studio Max 6.0. Export them as a *.3ds file and import it in RenX as a *.3ds. I have to scale it and i'm done. Like Key0p said.
Wat do you mean with "Bake all your objects" and TCB rotations, Eular controllers etc. Is there a tutorial somewere which explains how to make a new model in G-Max? I'm not very experience with bones and other things like you said. I just think G-Max / RenX has bad eye candy lol.
I made a Tesla Coil and I replaced the model "Laserturret 100%". First The green sphere and other things showed up in the game. Now I have deselected some things in RenX on the right (Can't remember what) something like, don't show meshes and another one. Now it almost works, I have no textures, and I really really don't know how to create a "Tesla Gun".

A Tesla Coil (Like Red Alert 1/2) is maybe to difficult for now because I need to make new animations for the "Zap" effect.
I'd really like to have someone on MSN who has the patience and time to explain some things, or a very good tutorial.
ramon156 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 06-03-2006, 01:41 PM   #6 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 1,087
Default

With modelling, just use Max, not gmax, and when you have finished, export it to .3ds.Make sure you convert to editable mesh first(if it isnt already).You shouldnt have to scale if you use the same unit scale in both programs.

'Baking' referes to placing keys on every frame.Say you have an IK rig for an elbow, you animate the IK handle to move the bone chain, but you cant export the IK helper via .3ds.You need animation keys on the bones themselves, so you place position/rotation(and if needed, scale) keys on them.

For the rest, if you dont do character or complex animation rigs, then you can basically ignore it, otherwise, I cant really explain it all briefly, but everything on TCB and Eular and other kinds of controllers is in the Max documentation.
key0p is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
DDS Plugin for Photoshop 5.0? DJRowley Generals & Zero Hour Editing 1 10-17-2003 09:07 AM
dds plugin The_Blind_One Generals & Zero Hour Editing 1 08-28-2003 03:12 PM
dds-plugin faku Generals & Zero Hour Editing 4 08-28-2003 12:45 PM
3d studio max 5 w3d importer Oldfaq Generals & Zero Hour Editing 6 08-27-2003 05:38 PM
w3d Plugin for 3ds. Has anyone got one?? Guybrush Generals & Zero Hour Editing 6 06-24-2003 10:58 AM


All times are GMT -4. The time now is 07:50 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.