Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Liberator on November 03, 2002, 05:01:02 pm

Title: G-Max Plug-Ins
Post by: Liberator on November 03, 2002, 05:01:02 pm
Does anyone know of a plugin for G-max to enable exportation to 3DS, COB or LWO?
Title: Plug-Ins
Post by: Ryx on November 04, 2002, 02:50:55 am
You can't, IIRC. You can only export the model to a file supported by a game, which has one of those gamepack-thingies for GMAX (Quake 3, Renegade for instance). I think someone found a way to export and convert to .cob, though. Do a search.
Title: Plug-Ins
Post by: EdrickV on November 04, 2002, 06:45:23 pm
You can make a model in GMax, export it in Quake 3 md3 format, open it in LithUnwrap, save it as a cob, and then open it up in Truespace for hierarchy work.
Title: Plug-Ins
Post by: Darkage on November 04, 2002, 07:01:09 pm
Quote
Originally posted by EdrickV
You can make a model in GMax, export it in Quake 3 md3 format, open it in LithUnwrap, save it as a cob, and then open it up in Truespace for hierarchy work.



Not in lithUnwrap. That way you get a crapy conversion.
Use 3D Exploration instead. Or Deep exploration. ( that same prog only the name changed ).
Gives you good conversions.
Title: Plug-Ins
Post by: Liberator on November 05, 2002, 01:15:40 am
Any ideas where to start my search?
Title: Plug-Ins
Post by: KARMA on November 05, 2002, 06:18:15 am
Quote
Originally posted by Darkage



Not in lithUnwrap. That way you get a crapy conversion.
Use 3D Exploration instead. Or Deep exploration. ( that same prog only the name changed ).
Gives you good conversions.


you are right actually i don't use lithunwrap only for this reason: if you save to cob there are some problems with smooth shadings, but you should be able to save in .obj format and then open it with truespace, model in theory should work fine except for hyerachy and uvmaps