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W3D to gmax Importer - Updated! [message #-983881] Mon, 03 February 2003 10:27 Go to next message
Anonymous
Over the past three weeks or so, I've cobbled together a script which imports Renegade's .w3d file format into gmax. Today, I'm releasing version 1.0.

The current version supports all meshes, bones, and basic geometry, as well as single-textured objects. Animation and multi-textured/multi-pass meshes are not yet supported.

This means that you'll be able to import the geometry from any w3d file - characters, vehicles, maps, etc. Textures will be imported correctly for characters and vehicles. However, in general, textures will not be imported for maps because most maps use multiple material passes. I'll be ironing out that issue for a future version of the script.

A few screens -
Renegade - Visceroid
Generals - F22 Raptor
Renegade - Some bald guy
Renegade - Level 10

Head to this page to download the script, and be sure to read the ReadMe file for installation instructions.

Enjoy!

[ February 05, 2003, 15:54: Message edited by: Seagle ]
W3D to gmax Importer - Updated! [message #-983880] Mon, 03 February 2003 10:31 Go to previous messageGo to next message
Anonymous
Please tell me you know who that "Blad Guy" is....
if not , i must kill you! [Big Grin]
W3D to gmax Importer - Updated! [message #-983879] Mon, 03 February 2003 10:37 Go to previous messageGo to next message
Anonymous
He is kane lol.
W3D to gmax Importer - Updated! [message #-983878] Mon, 03 February 2003 10:55 Go to previous messageGo to next message
Anonymous
hmm, can you contact me via AIM or MSN, i will be on all night

tanderson54@hotmail.com <--MSN
dante45anderson <-- AIM
W3D to gmax Importer - Updated! [message #-983877] Mon, 03 February 2003 11:13 Go to previous messageGo to next message
Anonymous
That's pretty cool Seagle! I don't think you should go any farther with the import though, as the basic mesh is good enough. [Cool]

It's really too bad we can't stop people from pirating models. [Frown]
W3D to gmax Importer - Updated! [message #-983876] Mon, 03 February 2003 11:25 Go to previous messageGo to next message
Anonymous
Cool
W3D to gmax Importer - Updated! [message #-983875] Mon, 03 February 2003 12:21 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by Ingrownlip:
I don't think you should go any farther with the import though, as the basic mesh is good enough.
It's really too bad we can't stop people from pirating models.

In my opinion, importing and viewing someone else's model is not a problem. It's a great opportunity to learn from another's work and to appreciate all the effort that goes into it.

That said, I am definitely against ripping off other peoples work - using it without their permission and passing it off as one's own. But I think the benefits of a w3d importer outweigh the potential for piracy.
W3D to gmax Importer - Updated! [message #-983874] Mon, 03 February 2003 13:03 Go to previous messageGo to next message
Anonymous
Totally awesome [Smile]

Is anyone working on getting Multi-Textured items to work?
W3D to gmax Importer - Updated! [message #-983873] Mon, 03 February 2003 13:03 Go to previous messageGo to next message
Anonymous
I concur.

Great work man [Big Grin]

Eric.
W3D to gmax Importer - Updated! [message #-983872] Mon, 03 February 2003 14:23 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by Taximes:
Totally awesome [Smile]

Is anyone working on getting Multi-Textured items to work?

Yep, multi-texture/multi-pass support is on the way.
W3D to gmax Importer - Updated! [message #-983871] Mon, 03 February 2003 15:34 Go to previous messageGo to next message
Anonymous
w00t! Thanks so much for all your hard work! I hope you keep it up too! Thanks! this should provide TONS of advancement for the modding community. [Big Grin]
W3D to gmax Importer - Updated! [message #-983870] Mon, 03 February 2003 23:22 Go to previous messageGo to next message
Anonymous
Great work, but I found some bugs:
  • Roottransform gets imported(not needed/usefull)
  • Bones gets imported as 'Object' (?Dunno what that means) but they must be boxes or geometrics.
  • Collison Settings get lost


[ February 04, 2003, 06:23: Message edited by: Läubi ]
W3D to gmax Importer - Updated! [message #-983869] Tue, 04 February 2003 02:04 Go to previous messageGo to next message
Anonymous
quote:
Originally posted by Läubi:
Great work, but I found some bugs:
  • Roottransform gets imported(not needed/usefull)
  • Bones gets imported as 'Object' (?Dunno what that means) but they must be boxes or geometrics.
  • Collison Settings get lost

anything related to the w3d plugins for gmax will not import, as you can not script them because they are protected scripts, i have tried, abjab has tried, and greg hjelstrom has concurred ("do you concur... yes, i concur..")
but, we do have a tool to select the items based on the collision flags within the mesh, and from there you can just select them.
W3D to gmax Importer - Updated! [message #-983868] Tue, 04 February 2003 04:20 Go to previous messageGo to next message
Anonymous
not like collision options are too hard to reset anyways.
W3D to gmax Importer - Updated! [message #-983867] Tue, 04 February 2003 04:37 Go to previous messageGo to next message
Anonymous
heh, carl imagine this... set the collision settings for say.... mp_hourglass.gmax..

[Razz]

it is a helpful tool
W3D to gmax Importer - Updated! [message #-983866] Tue, 04 February 2003 04:51 Go to previous messageGo to next message
Anonymous
how do you import sp lvls? i want to edit one [Smile]
W3D to gmax Importer - Updated! [message #-983865] Tue, 04 February 2003 17:31 Go to previous messageGo to next message
Anonymous
How do you convert a file to W3d?
W3D to gmax Importer - Updated! [message #-983864] Tue, 04 February 2003 17:33 Go to previous messageGo to next message
Anonymous
Bu why are the bones imported as 'Objects' ?
The must be a box or convertable to a mesch, but Object? I dunno what to do with thsi kind of thing in RenX [Confused]
W3D to gmax Importer - Updated! [message #-983863] Tue, 04 February 2003 10:59 Go to previous messageGo to next message
Anonymous
New version is out - 1.05

just a few fixes:
--added support for HMODEL chunks (big thanks to JWilson for pointing this out)
--removed the redundant Root Transform bone
--Added a new LOD Display setting, "None", to hide all geometry and make selecting only bones easier

Laubi, I'm not sure what problem you're having. Bones are objects, meshes are objects, everything's an object. If you want to export the bones imported by my script, follow this procedure:
-select the bones
-Using the RenX W3D tools, set them to "Export Transform" and not "Export Geometry"
W3D to gmax Importer - Updated! [message #-983862] Tue, 04 February 2003 18:40 Go to previous messageGo to next message
Anonymous
is it available at the same download location cause now it says it's an invalid archive. [Frown]

Eric.
W3D to gmax Importer - Updated! [message #-983861] Tue, 04 February 2003 18:46 Go to previous messageGo to next message
Anonymous
ok....it's working now.....same dl page [Smile]

Eric.
W3D to gmax Importer - Updated! [message #-983860] Tue, 04 February 2003 22:52 Go to previous messageGo to next message
Anonymous
thats right n00b mappers! you can make more deathmatches!
W3D to gmax Importer - Updated! [message #-983859] Tue, 04 February 2003 23:36 Go to previous messageGo to next message
Anonymous
[QUOTE]Originally posted by Seagle:
New version is out - 1.05
Laubi, I'm not sure what problem you're having.

I have made 2 pic, to show what I mean:

the normal bone(a WS Gmax file): http://flc.netfirms.com/uploads/normal_bone.jpg
the imported bone(from the W3D): http://flc.netfirms.com/uploads/import_bone.jpg

You'll see the difference.

Maybe you can contact me in IM?
W3D to gmax Importer - Updated! [message #-983858] Wed, 05 February 2003 08:53 Go to previous messageGo to next message
Anonymous
Okey dokey - version 1.06 is now released.

New stuff:
-bones will show up as a diamond-shaped mesh (thanks Laubi and J Wilson for pointing out the advantages there)
-removed doubly-imported pivots (happened when a mesh and bone had the same name)
-added a "Select Bones" button to the interface. This button will select all objects in the scene that were exported with "Export Transform" enabled (bones and meshes).

You can download the file from the same page as before.

Laubi - This update should have cleared up that issue. Bones should now behave exactly as they do in the Westwood-provided gmax files.

maytridy, BMCJ - You'll need to use a program like XCC Mixer to extract .w3d files from the game's archives. Look in always.dat for general w3d files such as vehicles and infantry. Level-specific models will be in archives called M01.mix, M02.mix, etc. Once you've extracted the w3d files from the game archives, you'll be able to load them in gmax with this script.

[ February 05, 2003, 15:53: Message edited by: Seagle ]
W3D to gmax Importer - Updated! [message #-983857] Wed, 05 February 2003 09:29 Go to previous messageGo to previous message
Anonymous
i have that, but before i couldn't figure out where the lvls were... [Razz]
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