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    Exporting models from gmax & importing into 3DS Max

    Contents

    Get gmax models into Max

    Install MD3 export script Export MD3 from gmax Import MD3 into Max Export gmax to misc formats Export gmax to MD5 models Export gmax to objResources

    MD3 import/export toolso Max 5 MD3 to max importero Max 5 Enhanced MD3 exporter MD5 import/export tools Other I/O scripts and tools

    gmax has limited import and export capabilities. This means modelsmade with the application, by themselves, have limited usability. Towork around this, content made in gmax needs to be exported to oneof the available 3D formats the game or project you're making contentfor can use and understand; *.ase or *.obj would be the typical formatsone could expect to use.

    However, the limited import/export capabilities of gmax mean thatthat's not quite as straightforward to do this as it should be. This isespecially so where the needed modeled content - characters orobjects - is rigged or animated in some fashion, because they will oftenbe needed in a proprietary format that's specific to the project athand.

    Thankfully there is a way to do this and export models from gmax for use elsewhere. The following

    tutorial relates to and explains how to export models and content from gmax and how to then import

    those files into 3D Studio Max or other 3D applications for further editing.

    Getting gmax models into 3DS Max^

    When making 3D content for game development or modifications, the problem associated getting

    modelsout of gmax and into Max isn't with 3DS Max but rather with gmax. Although gmax is based on

    an early version of 3DS Max (v4) the program itself was designed with the intention of having limited

    import andexport capabilities which were then to be provided by the installation of additional

    'gamepacks' available for various games like 'Quake 3', 'Black & White' and MS 'Flight Simulator'.

    http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#howhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#howhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#installmd3http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#installmd3http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#limitationshttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#limitationshttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#into-maxhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#into-maxhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#miscformatshttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#miscformatshttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#otherhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#otherhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#objectexporthttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#objectexporthttp://www.katsbits.com/tools/#md3http://www.katsbits.com/tools/#md3http://www.cadalyst.net/extras/plugins/Import_max5.htmlhttp://www.cadalyst.net/extras/plugins/Import_max5.htmlhttp://www.cadalyst.net/extras/plugins/Import_max5.htmlhttp://www.cadalyst.net/extras/plugins/Import_max5.htmlhttp://www.katsbits.com/tools/#md5http://www.katsbits.com/tools/#md5http://www.katsbits.com/tools/http://www.katsbits.com/tools/http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tools/http://www.katsbits.com/tools/#md5http://www.cadalyst.net/extras/plugins/Import_max5.htmlhttp://www.cadalyst.net/extras/plugins/Import_max5.htmlhttp://www.katsbits.com/tools/#md3http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#objectexporthttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#otherhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#miscformatshttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#into-maxhttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#limitationshttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#installmd3http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#how
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    Exporting models from gmax

    As there isn't an 'official' way to export general 3D content from gmax - because of the above

    mentioned limitations - the problem has to be worked around, using what abilities gmax does have, inthis particular instance the MD3 exporter, available from an installed gamepack.

    Design Note: Although this tutorial uses the MD3 exporter it should be possible to use any game pack

    because the basic principle is to simply export the model into a format that will get the object safely

    out of the gmax environment ready for import into 3DS Max or other 3D applications for further work.

    Installing gmax MD3 export script^

    The MD3 export script is not available as part of gmax's default set up, it can only be found as part of

    the Tempest gamepack - the game pack necessary to create content for Quake 3 using gmax - the plug-

    in has to be extracted and/or copied from the tempestinstall.exe installation directory. Normally, and

    once Tempest is installed, gmax is started via the Tempest shortcut which loads up a custom UI

    tailored to creating maps and models for Quake 3. To get around this, install or extract Tempest to a

    temporary location and look in the following folder;

    [install directory path]\Tempest\plugins\

    There should be a file called "Exportmd3.dle", this needs to be copied from the Tempest plug-ins

    folder to the gmax plug-ins folder, which can be found at;

    [install directory path]\gmax\plugins\

    Once done, gmax can be started as normal, without the need too use Tempest, with "Export MD3"

    available from the "File >> Export..." menu - this will allow objects to be built as normal,

    requiring a little prepping for export and then final output via the MD3 export option.

    Exporting MD3 models from gmax^

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    gmax will export models without UVW maps or materials but it will show an error message informing

    you that the export process is going to unwrap the object using a default 'spherical' UVW map. If

    exporting simple static models, when the "Export MD3" interface appears type "1" in "The

    Following Frames:" text field so gmax knows what and how many frames are to be exported and

    click "Export Now". Animated objects should have the appropriate 'from/to' frame numbers in the

    same text input field so the MD3 exporter writes the correct number of baked animation frames.

    gmax MD3 export dialogue. Type "1" in the "The Following Frames:" text field

    gmax MD3 export error on finding no UVW map on a mesh object

    There are limitations associated with using the MD3 format for this sort of conversion process that must

    be taken into account, particularly on large or complex models. MD3 models are;

    Limited to a 'volume' no greater than 1024 x 1024 units in size (512 units from centre point) -meshes that extend beyond this 'bounding box' of the volume will be 'folded' back into the valid

    space as if 'tiled' (gmax interprets vertices outside the volume as 'tiling' so will position them

    relative to the repeat on the inside of the volume, resulting in vertices being on the opposite side of

    the mesh).

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    As static map or world objects shouldn't use the MD3 format directly so will need to be converted toanother appropriate format; MD3 'as is' tends to be for 'dynamic' objects only (see point above).

    Importing gmax MD3 into 3DS Max ^

    Once you've got the model out as an MD3 (or whichever format you have access to) the next thing is toget the file into MAX. There are two ways to do this;

    Import directly into max using theMax to MD3 importer. Import indirectly by converting to a format Max has native support for.To import directly you need to have installed into your max 'plugins' folder, one of a number of MD3

    import / export tools (see resource links above) which will allow you to browse to where the file is and

    load it into the scene as a workable object. Although the base mesh will import and load you may find

    animations and the UVW map missing.

    To import indirectly you'll need to track down a model format converter. This will allow you to openthe model into it and then save it back out as a different format (preferably one that max has native

    support for, 3DS for example). As with the import info above you will most likely find that animations

    and UVW map info is lost, this will depend on the quality of the converter you use, most of which only

    convert mesh data.

    Exporting to 'misc' formats^

    It may also be possible to export your *.gmax file to the *.pls (plasma) file format from gmax - support

    for the *.pls format was added to gmax v1.2 - and again import that into MAX.

    Exporting *.gmax models to *.md5^

    In addition to the *.MD3 format mentioned above it's now possible to export gmax to Max by exporting

    models out to the MD5 format associated with id software "idtech 4"; this permits the creation and

    export of much more complex models as well as skeletal based rigs and animation's. To do this theMD5

    export script for gmax and the MD5 import script for Maxare needed; simply export your model from

    gmax to MD5 and then import that MD5 into Max.

    It may also be possible to get gmax files into other 3D applications, like Maya or Blender 3D, but that

    will depend on either the availability of the MD3 or MD5 scripts or, gmax exported models will need

    converting into a more generic 3D format such as *.obj or *.dxf - note that doing so may removeanimation, skeletons, materials, textures and UVW data; in other words, the file may be stripped of

    everything except raw mesh data.

    Incidentally, if you want to go the other way, from Max to gmax, just export/save the work as "*.3ds",

    gmax has native support for that and will open that format without too much trouble - be warned,

    however, that material, UVW and animation data may be stripped from the mesh as a result of using

    the *.3ds format in this way.

    http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tools/#md3http://www.katsbits.com/tools/#md3http://www.katsbits.com/tools/#md3http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tools/index.phphttp://www.katsbits.com/tools/index.phphttp://www.katsbits.com/tools/index.phphttp://www.katsbits.com/tools/index.phphttp://www.katsbits.com/tools/index.phphttp://www.katsbits.com/tools/index.phphttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#tophttp://www.katsbits.com/tools/#md3http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php#top
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    Exporting *.gmax models to *.obj^

    It's also possible, using the gmax2obj export script to save models from gmax as OBJ formatted objects.

    To learn more about this process read thegmax to obj tutorial here.

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