Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: RoachKoach on July 20, 2002, 01:29:27 pm
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how do i open freespace models in 3d studio max 4? ie, what convertors/plugins do i need
pls point me in the right direction here, so u can see some truelly amazing renders from moi :D its worth it, beleive me ;7
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First extract the models and textures with VPview, and then use Kazans PCS for first converting them to truespace .cob, and then 3D exploration (or something similar) to convert them to 3ds. You also need Paint shop pro or Irfanview to convert the textures.
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Originally posted by Pera
First extract the models and textures with VPview, and then use Kazans PCS for first converting them to truespace .cob, and then 3D exploration (or something similar) to convert them to 3ds. You also need Paint shop pro or Irfanview to convert the textures.
They changed the name, from 3Dexploration to Deep exploration, but both do the same. And you can also convert texture maps whit 3Dexploration/Deep exploration.
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On a similar note...
http://www.hard-light.net/forums/index.php/topic,6676.0.html
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thanx guys
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but people, 3d exploration only converts to .3ds format, i need to convert to .max format right? 3ds max doesnt open .3ds files
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oh, yes, how could we think 3DS max could open 3DS files
;)
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Originally posted by RoachKoach
but people, 3d exploration only converts to .3ds format, i need to convert to .max format right? 3ds max doesnt open .3ds files
But DeepExploration, does convert to .max format;)
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Originally posted by RoachKoach
but people, 3d exploration only converts to .3ds format, i need to convert to .max format right? 3ds max doesnt open .3ds files
Have you ever wondered what does that little "import"-button in the file-bar do?
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Originally posted by Pera
Have you ever wondered what does that little "import"-button in the file-bar do?
That doesn't work ( for me atleast ) as far as i know you need a plugin to convert to .max files
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Originally posted by darkage
That doesn't work ( for me atleast ) as far as i know you need a plugin to convert to .max files
Ehh.. what? Read the message I quoted.
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Originally posted by Pera
Ehh.. what? Read the message I quoted.
I did, i replyed to your awnser to RK. I can import 3ds files but not max files. To be able to convert to .max whit 3dexp, you need to have a plugin.
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Um...(what Pera means is);
Open max.
file->import
Select the 3ds file - bingo. ;)
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Originally posted by aldo_14
Um...(what Pera means is);
Open max.
file->import
Select the 3ds file - bingo. ;)
Yeah, Roach thought 3DS MAX couldn't open 3ds files, which it can :)
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forgive my ignorance, im just a pawn in His prerendered scheme ;)
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besides, who ever gave u guys the idea i know how to use 3d studio max :D well, now u can tell me...
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ahem, further problems, what about the skins? the converted models r "nude"
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ok, they seem to wear their skins when rendered, but, the model seems to be flat, see thru, yknow? i can see the front of the ship, thru the rear end
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Originally posted by aldo_14
Um...(what Pera means is);
Open max.
file->import
Select the 3ds file - bingo. ;)
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aahh..sory, my bad;)
I thought he was still talking about 3Dexploration.
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The normals are round the wrong way, that's why the ship looks 'odd'. It something to do with the way 3DExploration converts normals (Ant-clockwise, instead of clockwise), you need to flip all the faces of the model after you've loaded it, and don't ask me how, cos I don't have 3DS :)
Flipside
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If you're rendering, there's a checkbox for 'force 2 sided' (or render 2 sided) in the rendering menu which solves this.... if you actually are using them for modelling with or the like, select all the polygons / faces (may need to convert to editable mesh for this...can;t remeber offhand), and look down the side rollout for a 'flip normals' button (which you click)
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Originally posted by aldo_14
If you're rendering, there's a checkbox for 'force 2 sided' (or render 2 sided) in the rendering menu which solves this.... if you actually are using them for modelling with or the like, select all the polygons / faces (may need to convert to editable mesh for this...can;t remeber offhand), and look down the side rollout for a 'flip normals' button (which you click)
FS2 models should be editable meshes as default.