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w3d to max


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#1 user_unknown

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Posted 02 June 2006 - 07:41 PM

Heh. Just had the opposite topic, and it reminded me of a method of converting w3d to max that people may not be aware of. Took me a while to find this one but it actually works, unlike the silly quake exporter which dislikes my computer.

Anyway, open your model in gmax/Renx and then run the gmax2obj script (included). This will fill the listener window in the bottom left hand corner with a whole load of numbers. Now open the GmaxSLGrab exe file (also included). This takes the contents of the listener window and saves it as an xml file. Find the file and change the extension from xml to obj. Import in 3ds. SUCCESS!

Note: This method results in the unhiding of all objects in the open file. Also, when reading, the different objects will all be combined, so for some objects 'exploding' them before export is useful (eg. tanks, drag the turret up, the barrels and tracks away from the body etc.) so that the objects can then be detached again. Also, don't export with textures. You may be able to save the uvw in Renx and then reapply it in 3ds but I haven't tried (not that good with skinning, so what I just wrote may be complete rubbish...)

Anyway, hope this helps...

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#2 killakanz

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Posted 05 June 2006 - 08:16 AM

Sure, if you prefer the longer way round.
But any MS based W3D importer works in 3DS Max too :blush:
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#3 user_unknown

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Posted 05 June 2006 - 05:33 PM

Oops.

I mean gmax > 3ds :umad:

I'm such a muppet!

Edited by user_unknown, 05 June 2006 - 05:35 PM.





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