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Author Topic: 3ds max Exporting  (Read 14054 times)

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Wolfighter

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Re: 3ds max Exporting
« Reply #24 on: August 06, 2009, 03:53:57 PM »

Hi

Can post pictures in game of the problem?
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SAS~Loku

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Re: 3ds max Exporting
« Reply #25 on: August 12, 2009, 03:05:55 PM »

Hi,i can tell you from my own experience that cockpit parts dont need LODs, you can remove [LOD] from file,exporter will add [LOD] to every file you export, even if tis not required.
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WolfPac

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Re: 3ds max Exporting
« Reply #26 on: August 12, 2009, 08:45:50 PM »

Hello Loku :)

Thank you , that is very good to know , appreciated.
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western0221

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Re: 3ds max Exporting
« Reply #27 on: April 22, 2011, 05:52:51 AM »

Today I use this script first time.

One question.
I make franken ship, converting default some .msh to .3ds and importing to GMAX.
.3ds contains main-msh, LOD0, LOD1, shadow0, shadow1, collision.
After tweaking a bit, I try to export by this exporter... then
I can export only 1 object of them.
Only msh, only LOD0, only shadow0...
I have to join to one .msh from a part to another part.
Is this true?
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Lisek

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Re: 3ds max Exporting
« Reply #28 on: April 22, 2011, 06:03:30 AM »

Yes, when you're using Gmax link them using the button on the close right from "redo" and "undo" buttons
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Verhängnis

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Re: 3ds max Exporting
« Reply #29 on: April 22, 2011, 06:46:33 AM »

Yes, when you're using Gmax link them using the button on the close right from "redo" and "undo" buttons

So you can actually select several meshes and export them as one single file, I have always exported them one by one and pasted the text into a single file,
So does this work in 3ds max aswell?
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Lisek

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Re: 3ds max Exporting
« Reply #30 on: April 22, 2011, 06:56:32 AM »

Probably should work, I do not have any experinece with 3dsMax but they look pretty similar to me.
Just name everything correctly like lod1, lod2 xxname_of_part etc and link it to main mesh. Only LOD's shadows should be linked directly to their lod.
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razor1uk

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Re: 3ds max Exporting
« Reply #31 on: April 22, 2011, 07:16:00 AM »

Hi 3D-ers, I am an AutoCAD user, who is starting out in GMAX 1.2. I was wondering how GMAX relates to 3ds Max(/Maya?)

I have the tutorial doc1 one from Military-Meshes as the AAA multi tut link was long gone, and was wondering what plugins and G MAX-IL2 stuff n' additional tuts I might need for starting from scratch. Just found the IL2 tuts a few threads down in 'new posts'.

I'd thought I'd start with a ship since it has less moving/animated parts than a A/C- I am thinking big; Hull No.110 (possibly too big, 76,000+ tons displacement.)
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Verhängnis

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Re: 3ds max Exporting
« Reply #32 on: April 22, 2011, 07:39:30 AM »

Well firstly I cannot say which version of 3ds max is best, but I use 2010 and it works well, so I'd say any of the newer versions do fine.
And as I am sure you can judge from the price, 3ds max is better than gmax.
Gmax is an old version of 3ds max that was freely distributed but it is no longer supported by Autodesk, it is missing alot of features that 3ds max has but Gmax, as it's prime purpose afterall, was aimed at Gamers and Modders as an easy to use- free- modelling program, so it works just as well, although not when it comes to professional or commercial modelling or 3d art, it has no render funtions or features, stuff like that.

(This also answers your first question razor^^)

As for ships, they are just as hard as creating new aircraft as they have alot of text coding and stuff that needs to be done for each gun and part of the ship, they are also high poly, so it could be just as hard as creating a new aircraft, which in fact, doesn't have that many moving parts, only control surfaces and prop, where as ship has many guns depending on the type, perhaps you may want to create a simple artillery piece first to test your skills and get aquainted with the game structure first before jumping on such large projects. Artillery pieces are quite low poly and so are very simple for beginners, if you can find good drawings/Photos and references that is, or you could also make some simple ambulance or troop transport trucks which would be similiar to artillery, and because these also have some basic text coding they could perhaps help you understand the ini and config, Ru files aswell. ;)
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western0221

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Re: 3ds max Exporting
« Reply #33 on: April 22, 2011, 09:02:30 AM »

GMAX doesn't work on 64bit OS.
My main OS = Windows7 64bit isn't able.

I installed WindowsXP additionally to use GMAX.

Nowadays 3ds Max works on 64bit OS , or native 64bit version you can select.
If your PC has 8GB or 16GB memory, native 64bit version 3ds Max is more comfort than 32bit version.

And... older version 3ds Max isn't on shop, perhaps.
Now we can buy only version 2011.
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asheshouse

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Re: 3ds max Exporting
« Reply #34 on: April 22, 2011, 11:47:04 AM »

Quote from: razor1uk

I'd thought I'd start with a ship since it has less moving/animated parts than a A/C- I am thinking big; Hull No.110 (possibly too big, 76,000+ tons displacement.)

I would seriously suggest that you start with a smaller project in order to learn the ropes.
Modelling the IJN Shinano CV will be a major challenge, but of course its entirely up to you.

You will need a good set of drawings to create an authentic model. Do any exist for Shinano?
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razor1uk

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Re: 3ds max Exporting
« Reply #35 on: April 22, 2011, 12:45:27 PM »

I have some sectional plans of yamato class, with a few shinano sections. I'm looking at books about it like "The Battleship Yamato" by Janusz Skulski or "Yamato, Musashi, Shinano". I only thought of that cos' it piqued my interest and everything & nothing to choose from otherwise.

A simpler 3D project, I'm open to ideas.... like wider A/C Camo Nets, or a 'pill' box etc?

Sorry to hijack the topic momentarly
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