Game Development Community

3DSMax map2dif export helper

by Neil Marshall · in Torque Game Engine · 08/15/2005 (7:38 am) · 0 replies

I just created a set of tools to help with the process of exporting 3d studio max files into torque. It is designed to work with GLB3 available at www.maple3d.com and map2dif_plus.

www.eightlines.com/neil/torque/createDifMaxScript.zip


It works by running GLB3, creating the map, running map2dif, reading in the log file, and then selecting the brushe/objects in 3ds max that have problems. No need to go hunting around your file anymore.

It's not fool proof by any means. The brushes only line up if they are visible in max, so if you run it on an old .map file the selected meshes won't line up (But it will still export it).

If anyone finds any bugs or adds a feature, email me. I'd love to see any additions which make it better.