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Author Topic: please, can anyone help in exporting from gmax to 3drad(animated plane)  (Read 933 times)

« on: June 09, 2011, 05:03:24 AM »
help! first i exported the plane to the .x format using the plugin for gmax and then convert the .x file to a 3drad usable format of the .x file, so tyhen when i opened up themodel the model was invisible and only the disorted shadows appear! after that i opened the 3drad .x file using fragmotion and the textures were gone only the mesh, plus if you export it to the .x format and convert to 3drad .x format using radimp, and opened it with 3drad ill caused the program to crash!
 :'(   :'(  :'(  :'(  :'(  :'(   :'(  :'(   :'(   :'(   :'(   :'(   :'(   :'(   :'(   :'(   :'(  :'(  :'(  :'(  :'(   :'( what am i to do! i wanna rip my head to shreds!!!!
airplane...

BorekS

« Reply #1 on: June 09, 2011, 05:59:59 AM »
hi again, peter  ;)

there is no exactly answer how to fix your problem, but I can write here some tips, what works for me.

BASICS
1) gMax should have good set the units - 1 unit = 1 meter (this way you can fix problem with small objects size in 3dmax)

2) remember, the gmax exported X file use BMP textures (to fix lot of issues, should be 1024x1024, 512x512, 256x256, 128x128, 64x64, or didived by 2, so 1024x512... etc.), egal, if your source material was JPG, TGA, PNG or any another format. but you can replace easy it with text editor the textures in the X file.

SPECIAL
1) for MSFS still need export the aircarfat to one mdl (or X-file) with animation, tags etc, but for 3Drad you should export it to few primary parts X-files (fuselage, wings), which are not animated.

2) if you can see nonanimated parts with 3Drad, then you won little war, and you can process try export some animated parts. if you can not see nonanimated parts with 3Drad you must delete all animation gMax features and try export it again to X.

3) if is animated x-file invisible in 3Drad, you can try fix it with fragMotion. open (import) file - export file. this can be done easy, but it is not yet sure, it is enough for 3Drad. easy way, how to check it, is open this new frag X file again in fragMotion, if it crash, you have another problem.

4) another problem, if fragMotion wont open his file, I have had yesterday. I find out, that the source x-file (little propeller for Komet) must be closed face one mesh, I will put here pictures, to clear little bit, what I mean.



« Last Edit: June 09, 2011, 08:34:10 AM by BorekS »
« Reply #2 on: June 09, 2011, 06:07:09 AM »
can you try to conver the model by downloading this, i want to see what's your results... i dont want it just curious on how did you get it to work...or is it the wrong animation?...

here is the link...just try exporting the whole thing?
http://www.simviation.com/cgi-bin/syb2.cgi?section=misc&file=b4600.zip
airplane...
« Reply #3 on: June 09, 2011, 06:17:33 AM »
man, i will die seperating these meshes if i has to do all that! the plane is extremely and highly detailed... with lots of components
airplane...

BorekS

« Reply #4 on: June 09, 2011, 07:55:12 AM »
I tried now the boeing gmax files. too much parts = too much problems. nothing for you, I am affraid. try something another.

actually I cant export the whole external model to X file. error messages. the virtual cockpit yes, to animated X file, but after fragM correction want be it open again. so it is useless import it to 3Drad.

nonanimation export is OK.
by the way, BMP textures in the Boeing pack are compressed textures for MS FS. I convert it with DXTBmp utility to something visible. see picture.
« Last Edit: June 09, 2011, 08:35:31 AM by BorekS »
« Reply #5 on: June 09, 2011, 08:00:47 AM »
wow...youre a sucess and i can do anything, can you tell me how did you do it?
airplane...

BorekS

« Reply #6 on: June 09, 2011, 08:20:04 AM »
easy, just opening gmax file -> selecting the fuselage -> invert selection -> delete -> export to x file -> reading the x file with notepad, what for textures it needs -> copy textures to x file folder (trying open the textures, no success, so they are compressed) -> convert textures to 24bit bmp -> import to 3drad, -> open skinmes in 3drad.

psikoT

« Reply #7 on: June 09, 2011, 08:28:36 AM »
make sure you make the UV texture mapping before exporting
« Reply #8 on: June 09, 2011, 10:47:30 AM »
what if the textures are in dds format in which is for FSX then?
airplane...
« Reply #9 on: June 09, 2011, 05:10:02 PM »
And how to invert selection?
airplane...

psikoT

« Reply #10 on: July 14, 2011, 12:17:42 PM »
hmmm... so you were trying with GMax... interesting... ;D
« Reply #11 on: July 14, 2011, 05:51:49 PM »
DDS = Jasc Paint Shop Pro 8 for editing, I have the plugin that will work PSP 7 and 8 if you have the program since Corel bought out Jasc a few years back getting plugins for older programs is harder than need be.
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