Converting models from *.gmax to *.max (importing gMax files into Max)

Exporting models from gmax. If you're thinking of creating 'static' map objects for game development or content creation (doorways, crates etc.) they need to be in one of any number of special 3D formats; *.ase is usually typical for static objects; animated objects and characters often using a propriatory format which has support for skeletal bones ('MD5' for example). The following information is related to 'static' objects.

How can I get my gmax models into 3DS Max? ^

When creating 3D content for game development or modifications, the problem associated getting models out of gMax and into Max isn't with 3DS Max but rather with GMax.

Although gMax is based on an early version of 3DS Max (v4) the program itself was designed with the intention of having limited import and export capabilities which are generally provided by the installation of additional 'gamepacks', available for various games like 'Quake 3', 'Black & White' and MS 'Flight Simulator'. As there isn't an 'official' way to export general 3D content from gMax the problem has to be worked around using what abilities gMax does have; in this particular instance the MD3 exporter, available from an installed gamepack.

Although this tutorial uses the MD3 exporter it should be possible to use any game pack because the basic principle is to simply export the model into a format that will get the object safely out of the gMax environment ready for import into 3DS Max for further work.

HOW TO : set up the MD3 export script in gmax

The MD3 export script is not available as part of gMax's default set up, it can only be found when either installing or extracting the contents of tempestinstall.exe - the actual game pack for creating content for Quake 3 using gMax - normally, and once Tempest is installed, gMax is started via the Tempest shortcut which loads up a custom UI tailored to creating maps and models for Quake 3.

To get around this either install or extract Tempest to a temporary location and look in the following folder;

[install directory path]\Tempest\plugins\

In there should be a file called 'Exportmd3.dle', this needs to be copied from the Tempest plug-ins folder to the gMax plug-ins folder, which can be found at;

[install directory path]\gmax\plugins\

Once done, gMax can be started as normal, without the need too use Tempest, with "Export MD3" available from the "File >> export..." menu; this will then allow objects to be build as normal, requiring a little prepping for export and then final output via the MD3 export option.

It may be possible to copy/paste export plug-ins from other game packs but that depends on whether the script has been coded to allow that.

Getting the file exported from gmax in to 3DS Max ^

Once you've got the model out as an MD3 (or whichever format you have access to) the next thing is to get the file into MAX. There are two ways to do this

  1. Import directly into max using the Max to MD3 importer

  2. Import indirectly by converting to a format Max has native support for.

Design note : If you use a format other than MD3 you may need to look around for an appropriate Max importer

To import directly you need to have installed into your max 'plugins' folder, one of a number of MD3 import / export tools (see resource links above) which will allow you to browse to where the file is and load it into the scene as a workable object. Although the base mesh will import and load you may find animations and the UVWmap missing.

To import indirectly you'll need to track down a model format converter. This will allow you to open the model into it and then save it back out as a different format (preferably one that max has native support for, 3DS for example). As with the import info above you will most likely find that animations and UVWmap info is lost, this will depend on the quality of the converter you use, most of which only convert mesh data.

Limitations to exporting gmax files to MD3 ^

There are limitations to using this method and those are dictated by the MD3 format itself (or any other format)

  1. Models can't be bigger than 1024x1024 otherwise vertices that are outside that bounding box limit will be folded back in to 'legal' space.

  2. You can't use animations on the MD3 if it's going to be a map object.

Other legitimate ways to export gMax models, MD5 files ^

It may also be possible to export your *.gmax file to the *.pls (plasma) file format from gmax - support for the *.pls format was added to gmax v1.2 - and again import that into MAX.

In addition to the *.MD3 format mentioned above it's now possible to export gMax to Max by exporting models out to the MD5 format associated with idsoftwares "idtech 4"; this permits the creation and export of much more complex models as well as skeletal based rigs and animation's. To do this the MD5 export script for gmax and the MD5 import script for Max are needed; simply export your model from gMax to MD5 and then import that MD5 into Max.

It may also be possible to get gMax files into other 3D applications, like Maya or Blender 3D, but that will depend on either the availability of the MD3 or MD5 scripts or, gMax exported models will need converting into a more generic 3D format such as *.obj or *.dxf - note that doing so may remove animation, skeletons, materials, textures and UVW data; in other words, the file may be stripped of everything except raw mesh data.

Incidentally, if you want to go the other way, from Max to gMax, just export/save the work as *.3DS, gmax has native support for that and will open that format without too much trouble - be warned, however, that material, UVW and animation data may be stripped from the mesh as a result of using the *.3ds format in this way.