W3D to gmax Importer - Updated! [message #-983881] |
Mon, 03 February 2003 10:27 |
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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 ]
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W3D to gmax Importer - Updated! [message #-983877] |
Mon, 03 February 2003 11:13 |
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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.
It's really too bad we can't stop people from pirating models.
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W3D to gmax Importer - Updated! [message #-983875] |
Mon, 03 February 2003 12:21 |
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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.
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W3D to gmax Importer - Updated! [message #-983872] |
Mon, 03 February 2003 14:23 |
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quote: Originally posted by Taximes: Totally awesome
Is anyone working on getting Multi-Textured items to work?
Yep, multi-texture/multi-pass support is on the way.
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W3D to gmax Importer - Updated! [message #-983870] |
Mon, 03 February 2003 23:22 |
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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 ]
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W3D to gmax Importer - Updated! [message #-983869] |
Tue, 04 February 2003 02:04 |
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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.
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W3D to gmax Importer - Updated! [message #-983863] |
Tue, 04 February 2003 10:59 |
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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"
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W3D to gmax Importer - Updated! [message #-983858] |
Wed, 05 February 2003 08:53 |
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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 ]
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