Game Development Community

Max2Map?

by Maddermadcat · in Torque Game Engine · 02/23/2007 (7:37 pm) · 7 replies

I've heard of the max2map plugin, and out of curiosity, decided to try it out. However, I was unable to find a working link. If anyone has the plugin and can share it with me, or knows where I can download it, please let me know. I'd really appreciate it. =)

#1
02/24/2007 (1:03 am)
It is an old, non-working project, I believe.

Game Level Builder is a much more recent plug-in for Max. You will have to adjust your workflow to make the conversion smooth, though.
#2
02/24/2007 (10:35 am)
If I'm right, I'll have to texture everything in QuArK instead of 'max? It seems that texturing in 'max was possible with the old plug-in.
#3
02/24/2007 (10:45 am)
I'm not sure if the old plug-in actually was finished and in a usable state, regardless of texturing.

Max can definitely be used to create csg geometry, though most modelers don't want to use it that way. I would really, strongly, recommend using the right tool for the right job rather than trying to reconfigure your workflow to fit a square peg in a round hole.
#4
02/24/2007 (11:42 am)
I was thinking of using it to make some simple prefabs that would be a pain in the arse to make in quark (like a proper sphere), not entire interiors. Can the free version of GLB do that?
#5
02/24/2007 (3:53 pm)
GLB is not an ideal solution. Biggest trouble you'll run into is ensuring that all your meshes are convex, and even then, exports can be trouble-prone, crashing for no particular reason.

I've used it from time to time, but it's not a regular part of my workflow.

Have you considered using DTS shapes for your spheres instead of DIFs? Much less trouble-prone!
#6
02/24/2007 (3:54 pm)
Do you need spherical collision? If not, I'd recommend doing something like that in a DTS.
#7
02/24/2007 (5:30 pm)
Yes.. Glb can export spheres. Though it may not work 3 out of 5 times and you may never know why.

The exporter can pick up convex objects as being concave from time to time due to something real technical like face normals or such. I had it refuse to export a simple box on occassions.
Dont mirror objects or basically do anything fancy to them. Try using primitives as much as possible.

It does work .. some of the time .. it really needs error checking as you model in max built in to make it practical.
Its annoying exporting only to find it didnt/wont export.

I realised how crappy Max's "snap to" tools were when using GLB.

I have to say though that i made one of the biggest bridges going using GLB, think golden gate. Quark couldnt even zoom out that much to view it all at once.

It has potential but your tried and tested (and reccommended) option is using bsp standard editors.