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[back]Converting models from *.gmax to *.max

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ANNOUNCEMENT!

[update]It appears that GMax isn't to be stopped at the end of the year but rather faded out and replaced by a more up-to-date tool. There hasn't been any official confirmation of this as of yet so keep an eye on the home page for more news and info on this.

GMax will no longer be available as of the 1st of November 2005 as Autodesk, the owers of Discreet and 3DS Max (amoungst other things), have decided to discontinue gmax. For more information on this click here.

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[addendum] It's now possible to export gmax to max by working around the problem; it still involves the same principle mentioned above - converting for a format both gmax and 3DS Max understand; in this case that Doom 3's MD5 format.

You need the export script for gmax and the import script for Max. Simply export your model from gmax to MD5 and then import that MD5 into Max. The big advantage here is that MD5 supports animation, so if you had an animated model in gmax it'll export to MD5 and import into 3DS Max without too many problems.

What's this all about? ^

If you're thinking of creating 'static' map objects for Doom 3 (doorways, crates etc.) they need to be in one of two formats; *.ase and *.lwo. Animated objects and characters in the Doom 3 use the propriatory MD5 format which has support for skeletal bones. The following information is related to 'static' objects as gmax can now export to MD5 (although a little fiddly) using the script linked to above.

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

In relation to getting models out of gmax and into max for use in Doom 3, the problem here isn't with 3DS Max but with GMax. Gmax was developed with the intention of having limited import and export capabilities this, in general, is provided by the additional installation of 'gamepacks' available for various games like 'Quake 3', 'Black & White' and MS 'Flight Simulator'. As there isn't an 'official' way to use gmax (or max) to create Doom 3 content you have to work around the problem using what abilities Gmax does have, in this particular instance the MD3 exporter, via these installed gamepack.

Although this tutorial uses the MD3 exporter you can in theory use any game pack becasue 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.

Essentially you build the object as per normal in gmax, prep for export and then output via the MD3 export option in the 'File > Save As' menu. If you have a different game pack loaded up you'll be able to use a different 'export to / save as' option.

Design note : If you've not got the MD3 plugin loaded for gmax to use what you need to do is install the Tempest gamepack and go to it's plugins folder;

..\Tempest\plugins\

There should be a file in there called 'Exportmd3.dle' which needs to be copied from the Tempest plugins folder to the gmax plugins folder at

..\gmax\plugins\.

The plugin, by default, is installed to the Tempest gamepack directory becasue it's part of that gamepack but by copying the plugin across it will allow the use of the tempest MD3 exporter in gmax itself - without the need to start Tempest - and so long as you make the model correctly (relative to the limitations of the MD3 format itself) you shouldn't have any problems exporting.

In theory it should be possible to do the same thing with exporters for other gamepacks but that relies on how the gamepack has been coded.

Baby steps, baby steps ^

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.

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.

Things you need to know ^

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.

Anything else? ^

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. This has not been tested yet however.

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.

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