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Author Topic: "How to" export x files using Gmax  (Read 32919 times)

Mic

« on: February 04, 2008, 09:29:22 PM »
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The flight simulator games use a similar format to the x file. An extra option in the tools allow you to export as the X format - right into 3D rad. I will cover this in my own tutorial video on the process soon. You can already find many other documents and videos [2] [3] [4] [5] already on Gmax/Max. The videos on youtube are ok, the max videos are slightly better.... If you need a better one, let me know and I will create one.

Ok, This process is kinda tricky, but if you follow it exactly it works like a charm!

__________________________New Way: By Shdemar____________________________

          Superfast .x export installation.
          Save the hassle of configuring the plugins.

          Installing
          ---------
          1. DL gmax at TurboSquid
          2. Install/register
          3. Unrar http://rad-addict.com/gmax_plugins.rar into the plugins folder

          Exporting
          ---------
          4. File->Export, Save as MDL (FlightSim Aircraft Object), click Save, Click GO!!



__________________________Old Way____________________________

Get the 3D progam:
Download Gmax from www.turbosquid.com/gmax

Exporter Installation (http://screenracer.com/3drad/gmax/)

There are several plug-ins required to export .X files from gmax:

1. First download the �Gmax gamepack SDK� found at this link: http://screenracer.com/3drad/gmax/ FlightSimulator exporter plugin[/url]. Size is about 15Mb. Although only 3 files are actually needed, they are not available as separate downloads, so unfortunately you�ll need to download the whole thing.

2. Next, download programs 'http://screenracer.com/3drad/gmax/' and 'http://screenracer.com/3drad/gmax/'.

3. After download, you�ll see that the 'fs2004_sdk-gmax-setup' is an exe. If you install it in the default gmax directory, you�ll end up with a lot of extra stuff that you don�t need. So create a new folder somewhere on your hard drive and install it there.

4. When done, open the folder, go to gamepacks > fs2004 > plugins. And copy all 3 files: 'FSModelExp.dle', 'makemdl.exe' and 'makemdl.parts.xml' to your main ../gmax/plugins folder.

5. You need to rename two of the files. Right click on 'makemdl.exe' and rename it to to 'mkmdl.exe'. Then right click on 'makemdl.parts.xml' and rename it to 'mkmdl.parts.xml' (without the quotes).

6. Next, unzip 'MDLCommander.zip'. Then copy 'mdlcommander.exe' to your main ../gmax/plugins folder. This file also needs to be renamed. Right click on 'mdlcommander.exe' and rename it to 'makem.exe'.

7. Finally, unzip 'Middleman13beta3.zip'. Then copy 'makemdl.exe' to your main ../gmax/plugins folder. That�s it, you�re done!
Using

To convert your gmax model to .X format. Go to �File > Export� and select �Flightsim Aircraft Object (.MDL) from the file type dropdown. Type in a filename and click Save. The Middleman dialog window should now appear. Click the �Options� tab and check �SaveXFile� (this saves the x file) and �nocompile� (this tells mdlcommander to only create an .X file not mdl/bgl). Then click the GO button.

After a few seconds the dialog will close and your newly exported .X model should be in the directory where you saved it to.

______________________________________________________________

Also you can find all the above needed files backed up on my website:
http://screenracer.com/3drad/gmax
« Last Edit: October 04, 2010, 08:30:29 AM by Mic »

Mic

« Reply #1 on: September 08, 2008, 02:46:27 PM »
I thought I would also add some links to some great beginner GMAX tutorial videos! You can also import 3ds models into Gmax, so you can export them into 3D Rad. Using the above post to get started.

Link to tutorials: http://www.the3dresource.com/index.php?/gmax-tutorials
Link to Gmax Tools: http://www.scenery.org/design_utilities_gmax.php
How to import 3DS: http://salshdresearch.tripod.com/shdrc/id11.phpl
FREE 3DS MODELS: Direct link to TurboSquid.com free 3ds models.
Free GMAX Models: Direct link to TurboSquid.com free GMAX models.

Quote
Gmax Fundamentals- Part 1: Overview
Video Length: 26:51 Minutes
The tutorial presents the Gmax user interface and describes how to perform basic tasks in the application.

Gmax Fundamentals- Part 2: Functions, Operations and Techniques
Video Length: 30:47 Minutes
The tutorial explains with great detail how to model complex shapes with incredible ease.

Gmax Fundamentals- Part 3: Textures and Lighting
Video Length: 27:21 Minutes
The tutorials teaches users how to apply textures and controle their parameters. Moreover, it demonstrates how to apply inner and outer lighting to Simcity 4 models.
« Last Edit: September 08, 2008, 02:49:58 PM by Mic »
« Reply #2 on: November 08, 2008, 05:57:24 PM »
Quote
2. Next, download programs 'MDLCommander' and 'Middleman'.

Links are dead. :(
« Reply #3 on: November 08, 2008, 06:00:53 PM »
Nevermind...if I kept reading, I would have seen that you mirrored the files on your website. Yay!

Mic

« Reply #4 on: November 09, 2008, 01:46:06 PM »
Glad I could help :)
« Reply #5 on: March 20, 2009, 04:23:43 AM »
Cheers for the mirrors Mic! I was having trouble with the dead links as well.
« Last Edit: March 20, 2009, 04:37:54 AM by Bootnut »
« Reply #6 on: April 17, 2009, 07:04:04 PM »
umm it comes up with a copyright notice is it safe to download?

Mic

« Reply #7 on: April 20, 2009, 11:25:11 AM »
umm it comes up with a copyright notice is it safe to download?
Every thing is on the up and up.
« Reply #8 on: May 01, 2009, 03:01:21 PM »
Hi,

I thought I would also add some links to some great beginner GMAX tutorial videos! You can also import 3ds models into Gmax, so you can export them into 3D Rad.
Cheers for the mirrors Mic! I was having trouble with the dead links as well.
Every thing is on the up and up.

Thanks.
« Reply #9 on: June 06, 2009, 11:49:24 AM »
Can G-max used in commercial games?
« Reply #10 on: June 06, 2009, 12:01:49 PM »
Yes. If you're referring to the models you produce in it.
Gmax ~ 3dsmax (donwscaled). Works great :)
« Reply #11 on: October 08, 2009, 03:02:52 PM »
the export installer link does not work, it cant be found. Is there another way around this so I can export my files from gmax ti 3ds max?
« Reply #12 on: October 12, 2009, 04:05:42 PM »
this is converted over MD3 format and i think there are no bones supported, is that right?
does the exported .x file support any animation or UVW mapping?

Wohayyy I'm so happy, after 100sands of hours for trying to export a simple box model it worked  ;D
Tomorrow I'll try it with a animated model, hope this will work too.

I couldn't use exactly this tutorial but there was one sentence that was the key to make it work:
To convert your gmax model to .X format. Go to File > Export and select �Flightsim Aircraft Object (.MDL) from the file type dropdown.  ...   Click the �Options� tab and check �SaveXFile� (this saves the x file) and �nocompile� (this tells mdlcommander to only create an .X file not mdl/bgl). Then click the GO button.

I all the time before tried to convert it to several other formats but didn't tried this  :-\
who would suggest that there is a .x exporter if you click on " export as .MDL" ;)


edit:
hmm bad luck for me. The exporter doesn't support any animation or uvw map coordinates  :-[
... animation could propably be done with frame by frame animation but for more than 500 frames this will be a pain and a waste of memory. When the file is exported it only shows the model with a standart monochrome texture. Does anyone already have exported a model with other textures that worked in RAD?
« Last Edit: October 13, 2009, 09:09:01 AM by Mandelbaum »

Mic

« Reply #13 on: October 15, 2009, 11:50:35 AM »
the export installer link does not work, it cant be found. Is there another way around this so I can export my files from gmax ti 3ds max?

I have updated main post and replaced all the dead links.

As for it not supporting textures, I will have to double check it. I dont remember having any issues before.
« Reply #14 on: October 16, 2009, 07:12:49 AM »
i have found a plug in to export a MD5 file, does anyone know if that can be used to export the model with bones?

The plug in saves some text in the script file of gmax (F11) but i don't know what i can do with this... :


Welcome to MAXScript.

MD5Version 10
commandline ""

numJoints 81
numMeshes 1

joints {
   "Bone01"   -1 ( 19.879 -5.88374 2.305 ) ( 0.178193 0.106756 0.620113 )      //
   "Bone02"   0 ( 25.1012 -28.4708 11.903 ) ( 0.177072 0.0854054 0.574653 )      // Bone01
   "Bone03"   1 ( 30.4037 -42.8759 17.438 ) ( 0.128563 0.0114621 0.690611 )      // Bone02
   "Bone04"   2 ( 37.2546 -68.1384 21.5133 ) ( 0.0945081 -0.0196269 0.596899 )      // Bone03
   "Bone05"   3 ( 44.0591 -89.8806 23.3397 ) ( 0.0945081 -0.0196269 0.596899 )      // Bone04

....

mesh {
   // meshes: Box02
   shader "Mtl #0"

   numverts 2354
   vert 0 ( 0.449536 0.247972 ) 0 5
   vert 1 ( 0.481569 0.262244 ) 5 5


does anyone have a clue what can be done with this?
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