Software that can export .Map files into constructor
by Kory Imaginism · in Constructor · 01/03/2008 (8:38 pm) · 10 replies
I have some 3DS files and Obj that i want to turn into a DIF but I'm having the problem with all the Map file export they want work into Constructor does nay one know of a software that can import 3ds or Obj and export Map files that will work in Constructor?
thanks
thanks
#2
Max2Ctor
Here's a tutorial on the basics of how to use it: Tutorial
Like David said, though, the geometry has to be created correctly in 3dsmax (e.g. convex brushes), or it'll export into Constructor with all kinds of bad faces.
01/18/2008 (1:24 pm)
Hey Kory, you might try this direct 3dsmax-to-Constructor exporter:Max2Ctor
Here's a tutorial on the basics of how to use it: Tutorial
Like David said, though, the geometry has to be created correctly in 3dsmax (e.g. convex brushes), or it'll export into Constructor with all kinds of bad faces.
#3
01/20/2008 (8:58 am)
It works great...I use the Map to .3ds for and export out of constructor, and then paint up in MAX, then use the Max2Ctor...works like a charm;)
#4
01/20/2008 (9:12 am)
Quick question. I want to do the opposite, convert map to 3ds/obj/max/something you can import into max. Is there any way I can convert my .map files into something max can import or open?
#5
Is there a CTOR2MAYA or a MAYA2CTOR out there?
01/22/2008 (9:52 am)
Constructor exports to .LWO (Lightwave Object). I've successfully exported an LWO, brought it into a program called Deep Exploration (Right Hemisphere), and saved as a Maya .MA/.MB file ... you could do the same with Max. Only problems are that the texture is messed up and that the entire MAP ends up being 1 giant mesh that can't be cut apart very easily. The good thing is that if you only need the MAP in your modeling package as a reference, it works great.Is there a CTOR2MAYA or a MAYA2CTOR out there?
#6
01/22/2008 (10:24 am)
I don't think anyone's done that. I was quite surprised to see a Max one, but happy. Maybe a Maya scripting guru could perform some conversion mojo.
#7
02/19/2008 (7:08 pm)
There is a map to 3ds converter that i use to get things into MAX from constructor, then I use the script to get it back in after I use MAX's texturing features:)
#8
As of right now I have Maya importing some of the brushes from Constructor, but they end up rotated. Not sure if this is because I have yet to 'rotate' anything or not, but it could also be another issue. Regardless, I need help with the rotation unit conversions.
Thanks.
04/21/2008 (2:17 pm)
I've begun a Constructor-to-Maya project... but have run into some problems that I need help with. The biggest is the conversion process from Torque's rotation units (quaternion, i believe) to Maya's (euler, i believe). Anyone have a formula for that??? I'm an artist by trade, but have a decent grasp on scripting (MEL in this case). Want to make a CTOR2MAYA and a MAYA2CTOR eventually, but will take time for sure.As of right now I have Maya importing some of the brushes from Constructor, but they end up rotated. Not sure if this is because I have yet to 'rotate' anything or not, but it could also be another issue. Regardless, I need help with the rotation unit conversions.
Thanks.
#9
Here's the code of interest in max2ctor:
rot = geometry[i].rotation as angleaxis
format "rot=\"% % % %\" " -rot.axis.x -rot.axis.y -rot.axis.z (degToRad(rot.angle)) to:outFile
04/21/2008 (9:29 pm)
Constructor's rotations are defined by a unit vector rotation axis and the angle which to rotate about the axis in radians. Torque is the same, except I think the angle may be in degrees. In the maxscript language, you can automatically convert between quaterion, euler, and axis-angle rotations. I'm not familiar with mel, but I would assume it has similar functionality.Here's the code of interest in max2ctor:
rot = geometry[i].rotation as angleaxis
format "rot=\"% % % %\" " -rot.axis.x -rot.axis.y -rot.axis.z (degToRad(rot.angle)) to:outFile
#10
04/22/2008 (10:06 am)
Thanks, Ryan. I'll try to look into it. I know in Maya you are supposed to be able to switch between them too, but I have yet to figure it out. There's a toggle for world/object/local space and some other attribute for "axis", but it doesn't seem to do much ... I could be just missing something though.
Associate David Montgomery-Blake
David MontgomeryBlake
What modeling package are you using? 3D Studio Max has Game Level Builder that will export and extrude polygons to brushes. GameSpace has a couple of level exporters which will do that (I believe they are both available for a moderate fee, they were back in the day). Both require you to model the level correctly, though, so other models that were not may take you more time to tweak by hand than to completely reconstruct in Constructor/Quark. Lightwave has a .map exporter from Greenbriar studios, but I haven't used it in a long, long time. It seemed to do a good job back in the day, though you would have to make your geometry correctly. Blender has one as well, but I do not know the specifics of it. Most likely, it will run into the same problems as above. Maya has Maya2Map, but I haven't used it so I do not know how effective it will be in your situation.
But usually, map exporters from polysoup applications like Max/Maya/Lightwave/Blender/etc make a number of CSG assumptions (that they have to make as to the nature of the format) to get BSPable geometry.