Converting .gmax to .3dt

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Michael P.
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Converting .gmax to .3dt

Post by Michael P. »

Hi, everyone.

I use gmax to model my models for the game because, I'm familier with 3ds max.
The thing is that I coundn't find a plugin or any kind of way to export files from gmax to RFEdit PRo, not actors but statci models, like the level it self.
I don't want to use the tools given in RFEdit because, they are too poor.
I saw some other posts that people say that gmax is able to export .map files but for some reason I can export only Plasma (P3D) files.

If anyone can help me I will appreciate it. Thanks ahead. :)
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paradoxnj
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Re: Converting .gmax to .3dt

Post by paradoxnj »

Use the Quake 3 export tools and export a .map file and import to RFEditPro.
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Allanon
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Re: Converting .gmax to .3dt

Post by Allanon »

There is an entity in RFEDIT that allows you to use an ACT file as a static model in your level but if you don't want to use that then I think Milkshape has a .3dt exporter so you can probably use one of the exporters found on this page to export a file that Milkshape can import.

Also, RFEdit will except the Quake MAP format so you can use a program that converts the output from gmax to a MAP file. Such as 3ds2map which converts 3ds files to map files or obj2map which converts obj files to map file.
Michael P.
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Re: Converting .gmax to .3dt

Post by Michael P. »

Thanks guys, I got the programs you suggested.
Now there is another thing :) I got the file exporter from gmax to MD3 Quake format, opened it with milkshape and tried to export it to .3dt but it said that if I want to use Milkshape I have to register and buy it...
Is there any way around? :)

btw the texture didn't pass on to the MD3 format, I guess they shouldn't right? :)

Thanks in advance :)
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paradoxnj
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Re: Converting .gmax to .3dt

Post by paradoxnj »

Mike, you don't want an MD3. For levels, you want a .map file. For actors, there is a MaxScript that exports from GMax directly. I'm not sure where it is...can one of the people who use GMax give this script to Michael P? Better yet, can someone document how to export actors from GMax and submit it to QoD to be added to the tutorials?
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Allanon
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Re: Converting .gmax to .3dt

Post by Allanon »

To implement paradoxnj's suggestion do the following:

1. Download the Tempest Game Pack for gmax from this link:
http://www.turbosquid.com/gmax (it's the one labeled tempestinstall.exe)

2. Run tempestinstall.exe

3. A Tempest shortcut should be placed on your desktop, double click it to start gmax.

4. Create a map using the Tempest and gmax GUI

5. Export the map using the File->Export option. Export it using the .map format

6. Open RFEditPro and open the map file using the File->Open option. Select .map as the file type.
Michael P.
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Re: Converting .gmax to .3dt

Post by Michael P. »

I do have the maxscript for actors, it exports NFO and KEY files as far as I know.
Butwhat I want to export is the level model, or for example a building, anything static.
I managed to export MD3 format from gmax, but I couldn't use the milkshape software to convert it to 3dt/map file because I have to register to use it. couldn't find any maxscript to export directly to 3dt/map either.


edit: I used the tempest thing, got to export my file to .MAP but when I try opening it with RFEdit nothing happens..
was succesful at opening the existing testlevel.gmax example that comes with tempest.

Why can't I open the file I create with gmax?
Last edited by Michael P. on Wed Mar 11, 2009 8:24 pm, edited 1 time in total.
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paradoxnj
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Re: Converting .gmax to .3dt

Post by paradoxnj »

You need to take the NFO and KEY files and convert them to actors using Equity. If the player cannot walk into the building, I suggest making your building an actor and putting it in your level as a static mesh. To do that:

1. Export your building using the Max scripts for NFO. You only need NFO. KEY files are keyframe animations.
2. Import your NFO file into Equity and make an ACT file.
3. Open RFEditPro and make a new level
4. Place a PlayerStart, PlayerSetup and an EnvironmentSetup entity within the level bounds
5. Place your building using a StaticMesh entity

RF uses a BSP. You have to have a "sealed" level (indoors). I suggest using the Unreal method of level design. That is build the shell of your level using BSP tools and place static meshes for detail.
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Michael P.
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Re: Converting .gmax to .3dt

Post by Michael P. »

How can I make outdoor scene then? I must use sky boxes and background geometry then?
Like creating a shell made of brushes around my level, right?

when I try to make an NFO file out of my level it says: "--Runtime error: Feature not available: "CreateFile"".
sheesh, one problematic thing... hate having so much problems :)

Thanks for your help guys... I believe I'll make it work somehow :)
Allanon
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Re: Converting .gmax to .3dt

Post by Allanon »

In order for the Tempest Game Pack to export a map file you must build the map with the predefined BoxBrush and CylinderBrush brushes, normal gmax geometery won't export. That is why I suggested those other converters since they work with normal models.

Also, since you don't seem to want to buy Milkshape you can use Blender to import a md2, md3, smd, obj, 3ds, etc.. file and convert it to a MAP file. Blender is free.
Michael P.
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Re: Converting .gmax to .3dt

Post by Michael P. »

Bleder can't import MD3.. just checked it..
downloading Python I hope it will solve the problem :)
I got the python installed but, blender says it can't see any python installed.
I need to download the source thing too? and if so how do I use it?
Allanon
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Re: Converting .gmax to .3dt

Post by Allanon »

Just search the web and you will find many md3 import script and plugins for Blender. I use the this one:
http://icculus.org/~phaethon/q3/md3impo ... mport.html

Not sure what to do about the python problem.
Michael P.
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Re: Converting .gmax to .3dt

Post by Michael P. »

I got the trail version of MilkShape 3d 1.8.2 for 30 days. I Imported the *.MD3 file and exported it as *.3DT.
Ofcourse with my awesome luck none worked... when I export the *.MD3 file from gmax it says that the true vertices and the texture vertices are not one to one, and it may cause problems..
The second thing is when I export it from MilkShape as a *.3DT file the file is created but the program shuts down with and error, nothing specific just "we're sorry for the inconvinience" and stuff... what a pain...
If you're still willing to help me, PLEASE do :)

Thanks!
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bernie
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Re: Converting .gmax to .3dt

Post by bernie »

How can I make outdoor scene then? I must use sky boxes and background geometry then?
It's easy see this topic viewtopic.php?f=6&t=4205

You don't want to be messing around with *.3dt files. For one thing Milkshape *.3dt Exporter doesn't workvery well. Do as paradoxnj suggests export as *.nfo, use Equity to convert it to *.act file and import into rf as either StaticEntity proxy or StaticMesh. StaticEntityProxy is the best and then use invisible brushes (Clip Brushes) for collision. StaticMesh does collision but is expensive on framerate clip briushes are best. All of the first level in my demo Talisman is done this way and everything is full size. If you want to create the impression the level is very large reduce the size of the player and any static models you use see the screens in the above thread. the models are reduced to 1/10th normal size thus making the world appear 10 times bigger than it really is.
Michael P.
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Re: Converting .gmax to .3dt

Post by Michael P. »

AHHHH.... darn... I managed to create the *.nfo file from my file.
but when I try opening it with Equity, the "sorry for the inconvinience" error is poping up.
I could make a video if you like so that it will be easier to understand :)
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