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3d Studio Max to Milkshape 3D Plugin?

The general place to discuss MOD''ing Freelancer!

Post Fri Apr 04, 2003 3:44 am

3d Studio Max to Milkshape 3D Plugin?

I have these 3d Studio Max models saved as .max files, and I want to convert them into a filetype that Milkshape can import so I can use the .cmp converter plugin to get the models into Freelancer. I have tried to export the file to .3ds format with 3d Max and then import them with Milkshape but it complains that there are too many faces and verticies so only a portion of the model makes it in. Anyone know of a 3d Studio Max plugin that will allow me to save files to a format Milkshape can use?

kak

Post Fri Apr 04, 2003 4:03 am

Export it from max to .asc and then import it into Milkshape.

Post Fri Apr 04, 2003 9:05 am

ive got 3d Studio Max 5 and on mine it doesnt give you the option to export to asc,

Post Fri Apr 04, 2003 9:45 am

MilkShape can import '3ds', 'asc', 'obj'... many many format (even jedi outcast 'glm' format, anybody want to see stormtroopers in freelancer ?)
So just export your model in one of those format, Max can export in '3ds', you can also find 'obj' exporter on the web easily.
I told it because I have done it, so you can do it

Post Fri Apr 04, 2003 12:24 pm

I already tried to export to .3ds and then import it with Milkshape but Milkshape complained many times that there were too many faces and vertices (it was a little error message box) so only part of the model displayed. I have 3d Max 5.1 and it doesn't have the .asc format available when exporting.

Post Fri Apr 04, 2003 12:34 pm

If you have too many faces for MilkShape I think you'll have probably too many faces for Freelancer.
It's only a game, not a renderer program, try to reduce the polycount and add better textures.
But I must admit that I haven't import any model yet

Post Fri Apr 04, 2003 1:03 pm

Oh it better work in Freelancer! Why? Because you know you wanna see this baby in the game.

Anyway, I got an .obj exporter for 3d Studio max and was able to create a .obj file just fine, but when I tried to import with Milkshape it did nothing. The program didn't crash or anything, it still worked, but it didn't load the file. This may be related to the faces error before just without the complaining. Looks like I might need someone to make a .cmp exporter for 3d Studio...

Post Fri Apr 04, 2003 1:11 pm

Its easy to lower the number of polys in MAX5, You have to go to modifiers list and select the Multires option. It allows you to <<sharpen>> your mesh with good results. A couple of things to keep in mind: For a very high poly mesh if you sharpen it too much the object will be deformed so..one way is to do it multiple times with low percentage to sharpening (lets say 10% and then another 10%..blah blah ..until you get the results you need), OR if your mesh isnt collapsed to a single object try to sharpen its sub-objects seperately. For example : If you want to lower the polys of a Starfury but it deforms before you get your acceptable number of polys, you should Multires (let's say) 60% of the engines, 80% of the wings and 30% of the main body(canopy,etc). Well, at least thats what experimentation showed to me this far. If anyone knows a better way..plz share.
Regards.

GAG

Post Fri Apr 04, 2003 2:07 pm

milkshape can handle upto 10,000 polys and thats it anything over that pretty much just crashes the programme. as for the ship the poly count must be huge, my advice would be to make most of the hull detail on the texture maps rather than actualy modelled objects. i have created a star destroyer and it only has 1050 polys and doesnt lack in detail because of the texture maps. only my advice.

Post Fri Apr 04, 2003 3:39 pm

This explains why I coulkdnt import my 98,700-odd poly battleship into milkshape... *grins*

Time to do some major reducing...

--------------------
John "KruNoctum" Steensen, Jr.
Project Director
FLSDK

Post Fri Apr 04, 2003 9:04 pm

What's the max number of polygons Milkshape can handle? It has to be something pretty damn low >.< This means I can't use that 376,336 polygon ISD model I have...shucks.

Post Fri Apr 04, 2003 10:41 pm

But did you make that model?

Post Mon Apr 07, 2003 12:26 am

Juses...near 100.000 polies and you're surprised you can't get it into the game? Lol!

Dunno 'bout freelancer itself, but most games have their player models at 3000 polies nowadays. I recon that's about the number to shoot for for Freelaner too.

Post Mon Apr 07, 2003 2:17 pm

thanks for the advice... (Multi res)

Edited by - {Tolwyn} on 07-04-2003 15:20:32

Post Mon Apr 07, 2003 4:00 pm

i thought it was 1000 for pollies? thats what i have always been told. if it is up to 3000 can u imagine the detail lvl we could get? can somebody get some facts on this one regarding fl please?


The infinite reaches of space are my home. And you'r trespassing.

Edited by - StarGod on 08-04-2003 04:09:19

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