Author Topic: Gmax?  (Read 2460 times)

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Offline Dranon

  • 158th On Station
  • 26
Has anyone here tried gmax?

I downloaded it a week or so ago, and i am slowly learning how to model.  However it can only save things to one format.  I don't know if it is compatible with any other programs as i don't have them.

I would like to get into some basic FS2 modeling, but want to know if i should continue with this or just stick with blender.
Steak for Mayor!!

 

Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
Gmax can only understand Gmax files. A gmax file is essentially a Scene file like the .MAX format.

You cannot import or export from Gmax thus it is useless in making ships for FS2.

Gmax is free because you cannot use it for anything except Gmax.

You will need Truespace 4+ or 5.2 to make a model with a working Level of detail

Truespace 1 and 2 got some odd bugs about object names containing numbers. Or at least so I have read.
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War is a lion, on whos back you fall, never to get up.
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Offline aldo_14

  • Gunnery Control
  • 213
Sandwich (?) found a way to export usable models from GMAx... search the forums (I think all the old threads were preserved)

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
It may have been me...I posted a tutorial on it, but it seems to have been lost :(

Extract the zip into the directory above gmax and the files will goto the scripts/startup and the plugins folder. Included is the quake III exporter by discreet, a 3DS importer, and an OBJ importer. If you need more info on these, a search on google should turn up more info :)
-C

 

Offline HotSnoJ

  • Knossos Online!
  • 29
    • http://josherickson.org
Or you could use in this order Blender(or some other 3d modeler that exports files TS2 can handle), Truespace 2, A cob2pof program, Lithunwrap, Cob2Pof program.
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things

 
Quote
Originally posted by DTP

You will need Truespace 4+ or 5.2 to make a model with a working Level of detail

Truespace 1 and 2 got some odd bugs about object names containing numbers. Or at least so I have read.


not true I've made models with working LODs using truespace 2.0

you just have to glue them to the LOD 0 object ing LOD order .

ie select LOD0
change to glue as sibling
select LOD1
select LOD2
select LOD3
select shield
select debris
Phil.
  Trust In Me &
  Fall As-well

  

Offline HotSnoJ

  • Knossos Online!
  • 29
    • http://josherickson.org
You can name LODs with Lithunwrap.
I have big plans, now if only I could see them through.

LiberCapacitas duo quiasemper
------------------------------
Nav buoy - They mark things