Topic: gmax peoples. whoever has the Unreal Export Plugin, can you do something for me?  (Read 5783 times)

0 Members and 1 Guest are viewing this topic.

atheorhaven

  • Guest
Quote:

...  




Still in progress... I'm trying to find a way to bypass one or more of the current steps and import directly into 3dsMax.  The current process involves two steps to get into 3dsMax itself, then involves readding the textures.  Sandman and I are working on a way to try and get a gmax file into 3dsMax (or another program) in one step.  The good news is that it's currently feasible and reasonably easy to get a ship into 3dsMax and then into SFC from gmax.. but it involves running through another program first.  The Marge Simpson vs Frosty thread was a result of that process.. using a Quake (.MD3) mesh (Marge) and getting it converted to a .3ds mesh, then into 3dsMax and out from there into SFC.  (Her mop was my work though.. oOoOoOoOooo  

Sandman sent me over a Borg Cube he did up using gmax (and my old Borg texture), and using the same process, I converted 'er out to SFC.  But I'm trying to get this down to a one step operation.. export from gmax, import into 3dsMax.  That's where we're currently at.  That being said however.. I was reading that Discreet just signed with the NetImmense (.NIF) people, which is reasonably good news potentially for Bridge Commander people.  Potentially, it means that they may be able to use the new GamePack coming out to export a starship to Bridge Commander instead of a humanoid form to Freedom Force.  Guess that we'll have to wait and see..

Rod O'neal

  • Guest
Does anyone know what it takes to get a GMAX plugin made? Does the game mfg. have to pay them, or what?
Taldren? Anybody know? It would be cool as hell to just go Gmax -> .mod  

3dot14

  • Guest
Thanks for the update, atheorhaven!

Yeah it would certainly be cool to have a gmax-mod direct imp/exporter.

It's a pity that the steps under testing still involve 3dsmax (which is THE major stumbling block in fan-modelling because of the cost).

Is there a way to use gmax (and other freely available utilities) to generate mod files without the costly 3dsmax?

sandman69247

  • Guest
If I'm not mistaken, there is a .md3 importer/exporter for Milkshape...not sure though.  

Rod O'neal

  • Guest
Quote:

If I'm not mistaken, there is a .md3 importer/exporter for Milkshape...not sure though.  




I think the prob with milkshape though is it doesn't do _brk.mods or lighting? I seem to remember reading
that it does one texture. You have to map out all of your textures on one .bmp. Not certain though?
At $25.00 though, you can't go too wrong  

sandman69247

  • Guest
.MD3 is the same with textures...only allows one per model, so you have to map everything on one sheet. Use gmax to mesh (more control than milky, just a scled down max4) then export/import to milky and texture. James Formo, if you read this, this is what you should do. You already know how to texture in milky; just start using gmax to mesh then milk to texture.


 

James Formo

  • Guest
Sandman, I have been toying with Gmax. I have no clue with it. cant even find where to weld vertices.  I love my milkshape. Cant give it up  Not yet anyway. Maybe after I get PSP down. Kinda tough to learn 2 new aps at the same time.

Besides I just got past a few sticking points with certain shapes in milk.

btw- I have yet to find a limit on the # of bmp's milk can use.  On my Bradbury I mapped it to at least 6 bitmaps. You can also assign light maps-Haven't figured out how best to get effect from them though.  I got a lot to learn yet-for the most part I just keep meshing away

Stormbringer

  • Guest
Quote:

Sandman, I have been toying with Gmax. I have no clue with it. cant even find where to weld vertices.  I love my milkshape. Cant give it up  Not yet anyway. Maybe after I get PSP down. Kinda tough to learn 2 new aps at the same time.

Besides I just got past a few sticking points with certain shapes in milk.

btw- I have yet to find a limit on the # of bmp's milk can use.  On my Bradbury I mapped it to at least 6 bitmaps. You can also assign light maps-Haven't figured out how best to get effect from them though.  I got a lot to learn yet-for the most part I just keep meshing away  




Sorry to piggy back like this but, here goes. When you posted screen shots of Milk shape in looked like you had a thousand plugins. When I raided the Milkshape web site they only had links to about 15 or 20 (thereabout). Where did you get the rest of your plugins?

James Formo

  • Guest
I honestly don't remember. I didn't even want them. I think I just d/l a plugin folder fron chumalum software site when I 1st got milkshape.  

sandman69247

  • Guest
James, like I told ripperman in FW, do the p-38 tutorial. I know it sounds weird, but it really helps, and what you do to make an airplane is pretty much what ytou do to make a ST ship.   One really cool thing you can do with gmax and max, is use a pic or schematic from shipschematics.com as a viewport background...which leads to more accurate meshing. That's also covered in the p38 tutorial...along with setting up measurements, so you can build say a sphere for a pretos model, and if you know the dimensions it's supposed to be you can input that so it right.

Anyway, you do great with milky, just wanting to get you into a "real" program.

Also for those strapped for cash, anim8or is really good and it exports to .3ds and I believe lwo.

Happy Modeling!

 

Reffet

  • Guest
Quote:

Does anyone know what it takes to get a GMAX plugin made? Does the game mfg. have to pay them, or what?
Taldren? Anybody know? It would be cool as hell to just go Gmax -> .mod    




I submited a request at there site for one.  

Stormbringer

  • Guest
Quote:

Quote:

Does anyone know what it takes to get a GMAX plugin made? Does the game mfg. have to pay them, or what?
Taldren? Anybody know? It would be cool as hell to just go Gmax -> .mod    




I submited a request at there site for one.  




I did as well. Unfortunately I used the wrong Address and got a mailer daemon message back.

Reffet

  • Guest
Quote:

Quote:

Quote:

Does anyone know what it takes to get a GMAX plugin made? Does the game mfg. have to pay them, or what?
Taldren? Anybody know? It would be cool as hell to just go Gmax -> .mod    




I submited a request at there site for one.  




I did as well. Unfortunately I used the wrong Address and got a mailer daemon message back.  




If we all do it we just might get what we want.
 

Stormbringer

  • Guest
I don't think they call them pluggins though. I think that company calls them drivers.

Rod O'neal

  • Guest
Quote:

Does anyone know what it takes to get a GMAX plugin made? Does the game mfg. have to pay them, or what?
Taldren? Anybody know? It would be cool as hell to just go Gmax -> .mod    




I requested one also when GMAX first came out. I don't think that discreet just decides to make one though
if they get a lot of requests. I get the impression that they go to the game mfg. to get them to fund
one and use the requests from customers as leverage.
If I'm mistaken here though and in fact all it takes is a lot of requests, then someone who knows for
sure, let us know. Then, let the mailings begin  

sandman69247

  • Guest
It wont happen. Discreet wants something like 80,000 dollars (US) to make an export plugin. Unless there is a percieved need from Taldren and Activision, they wont spend the money for it.