3ds Max
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#2
If you already have a dif or map you want back in max, you will lose textures, but you can use dif23ds to get the BSP prmitives, or something like um Deep exploration to convert a map to 3dsmax.
when you import uncheck convert units and when you re-export your objects from max they should be 1:1.
create your BSP frinedly geometry, which is really easy using a variety of max spline techniques and basic primitives and the 3d object/subobject snap tools.
Then use Max2map wihich comes with the free GLB2.2 scripts avaliable at www.scriptspot.com
If you have materials, you lose all UV's but can send the texture name, to do this create a diffuse map in a standard max material, and name the material the same name as your texture minus the extension.
Export to map, and load it into something that saves out valve220 format .map files. Then use map2dif to convert to a dif.
Modeling BSP is extremely easy in max, but unfortunatley there is currently no way to export the mapping.
you can buy GLB3.0 whicj adds a ton of extra features, including triggers and lights etc. I only use difs with nul materials for invisible collision though. It sounds tedious becaus eof all the utilities required to get your assets into torque, but it really isn't hard once you know the procedure.
Eventualy I'm hoping to have an alternative art pipeline to Torque, with a lot max specific additions. http://www.garagegames.com/mg/forums/result.thread.php?qt=27929
But thats some way off. I've found max an excellent Dif modeling tool, so long as your familiar with BSP geometry, the max2map script lists bad meshes in the maxscript listener with object names, so debugging your scene is pretty simple if there are problems. The exporter also has a strict option that doesn't allow the export of questionable possibly non valid geometry which is quite handy too.
As far as texturing goes, I'm not sure, there really isn't a max solution at the moment, and you will have to place all your brushes in another tool.
05/29/2005 (10:11 am)
You can with a free set of scripts called GLB, its pretty easy once you figre out the correct path. But your limited on textures, and it can be tricky to match scale if you get old art assets from different sources.If you already have a dif or map you want back in max, you will lose textures, but you can use dif23ds to get the BSP prmitives, or something like um Deep exploration to convert a map to 3dsmax.
when you import uncheck convert units and when you re-export your objects from max they should be 1:1.
create your BSP frinedly geometry, which is really easy using a variety of max spline techniques and basic primitives and the 3d object/subobject snap tools.
Then use Max2map wihich comes with the free GLB2.2 scripts avaliable at www.scriptspot.com
If you have materials, you lose all UV's but can send the texture name, to do this create a diffuse map in a standard max material, and name the material the same name as your texture minus the extension.
Export to map, and load it into something that saves out valve220 format .map files. Then use map2dif to convert to a dif.
Modeling BSP is extremely easy in max, but unfortunatley there is currently no way to export the mapping.
you can buy GLB3.0 whicj adds a ton of extra features, including triggers and lights etc. I only use difs with nul materials for invisible collision though. It sounds tedious becaus eof all the utilities required to get your assets into torque, but it really isn't hard once you know the procedure.
Eventualy I'm hoping to have an alternative art pipeline to Torque, with a lot max specific additions. http://www.garagegames.com/mg/forums/result.thread.php?qt=27929
But thats some way off. I've found max an excellent Dif modeling tool, so long as your familiar with BSP geometry, the max2map script lists bad meshes in the maxscript listener with object names, so debugging your scene is pretty simple if there are problems. The exporter also has a strict option that doesn't allow the export of questionable possibly non valid geometry which is quite handy too.
As far as texturing goes, I'm not sure, there really isn't a max solution at the moment, and you will have to place all your brushes in another tool.
Torque Owner nibbuls
I wasn't aware you could do that. :)