3ds max exporter
by Eckhart, Mark · in Torque Game Engine · 12/04/2007 (2:55 am) · 4 replies
We encouterd a few problems while creating map files.
1).
When we try to export a .map file from 3ds max (8) the generated .map file comes out the wrong way. After looking at the .map file, the problem seemd to be in the texture export. It comes out like:
We found out i could be the export format of the map.
It should be the "WC 220 map format", does anyone now about an exporter for 3ds max which exports to WC 220 map format? We currently use "game level builder 2-22" (glb2-22) to export from 3ds max.
2).
Could someone explain the basic principles when making a interior? Or point us to a good tutorial.
When we tried to create an interior in 3ds max, we couln't walk inside and it also had to be closed. Or else it wouldn't export. Maybey this is also the cause of the exporter?
Thanks in advanced,
Mark
1).
When we try to export a .map file from 3ds max (8) the generated .map file comes out the wrong way. After looking at the .map file, the problem seemd to be in the texture export. It comes out like:
( -91.5709 -65.9004 0 ) ( 112.26 101.149 0 ) ( -91.5709 101.149 0 ) texture 1 0 0 0 1Map2dif is unable to convert this. After i change in manually to:
( -91.5709 -65.9004 0 ) ( 112.26 101.149 0 ) ( -91.5709 101.149 0 ) texture[ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
We found out i could be the export format of the map.
It should be the "WC 220 map format", does anyone now about an exporter for 3ds max which exports to WC 220 map format? We currently use "game level builder 2-22" (glb2-22) to export from 3ds max.
2).
Could someone explain the basic principles when making a interior? Or point us to a good tutorial.
When we tried to create an interior in 3ds max, we couln't walk inside and it also had to be closed. Or else it wouldn't export. Maybey this is also the cause of the exporter?
Thanks in advanced,
Mark
#2
With that said this is how I work when I do need to export data from Max to a BSP (usually just for sizing, , a test shape, reference or quickly roughing in). I do not use GLB but a 3rd party exe called 3DS2Map or gMax (Tempest):
1. In max I create my shapes. Keeping in mind that I have to build it like I am working with legos. So its mostly just boxes that I have positioned properly and done some quick vertex adjustments on. (there are also some other tricks you can do but its pretty obvious to most Max, Maya, XSI, etc. users how to do this).
2. Save the file out to a 3DS.
3a. I then use 3DS2MAP and then have to do a bunch of work cleaning up the file to make it compatible with my BSP application.
3b. I use gMax to load the 3DS, save as a gmax file, then load into Tempest, convert it all to Editable Brush types and then save to a MAP file.
4. Load into Hammer, begin to cleanup geometry so that its more easily editable. Apply textures. Create portals and other necessary items.
12/04/2007 (8:47 am)
The basic problem that you get when using a non-native BSP modeling application like Max, Maya, Lightwave or XSI is that while you are super productive with regards to your modeling effeciency and your ability to create art, you essentially trade it off for accuracy later on. The reason for this is that BSP editors really only let the user work in integer values, so when you start to load this stuff in from a regular 3D application you get a whole bunch of floating values that are a bitch to line up and adjust. As such from person experiance I have found that almost all the time you gain from being able to speedily model in a 3D application gets lost. Also keep in mind that once you get the data into your BSP application, you cannot go back and forth with your changes anymore, there is no going back unless you want to totally destroy all the work you have done in your BSP application.With that said this is how I work when I do need to export data from Max to a BSP (usually just for sizing, , a test shape, reference or quickly roughing in). I do not use GLB but a 3rd party exe called 3DS2Map or gMax (Tempest):
1. In max I create my shapes. Keeping in mind that I have to build it like I am working with legos. So its mostly just boxes that I have positioned properly and done some quick vertex adjustments on. (there are also some other tricks you can do but its pretty obvious to most Max, Maya, XSI, etc. users how to do this).
2. Save the file out to a 3DS.
3a. I then use 3DS2MAP and then have to do a bunch of work cleaning up the file to make it compatible with my BSP application.
3b. I use gMax to load the 3DS, save as a gmax file, then load into Tempest, convert it all to Editable Brush types and then save to a MAP file.
4. Load into Hammer, begin to cleanup geometry so that its more easily editable. Apply textures. Create portals and other necessary items.
#3
12/04/2007 (9:01 am)
Good information, Logan.
#4
12/05/2007 (10:07 am)
Thanks David. A lot of it comes from trial an error. I was definately hardcore "do it all in 3DS Max (or equivilent program)" for a long time, refusing to touch BSPs, and while BSP editors are still a pain I have come to realize that the best thing one can do is pretty much start and finish your BSP work in them otherwise like I said you start to encounter tons of problems that are more painful to fix and waste a ton of time.
Associate David Montgomery-Blake
David MontgomeryBlake
Rather than dealing with GLB, I would recommend creating your basic level geometry in Constructor or Quark, using map23ds or export to LWO (you will have to get an importer for LWO objects in Max) and then create all of your detail geometry in Max. Export as DTS's and recreate your level with the base CSG geometry and the Max detail geometry in Constructor/the Torque World Editor.