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Max2ms3D convertingproblem

The general place to discuss MOD''ing Freelancer!

Post Tue Jun 07, 2005 3:31 pm

Max2ms3D convertingproblem

Hi. Today I decided to try to create my first own fightermodel. Wohooo!
But I encounterd an annoying problem. I modelled my ship in 3DSmax6 because I'm so used to that program. And I was going to use the max2sm3d_v110 plugin I found in your utility list. But it says the plugin doesn't work with my version of 3DSmax. =....( So here comes the questions. What version of 3DSmax does that plugin work with? (it doesn't say in the txtfile that comes with it) Should I installl another version or should I just give up using max and try modelling it in Milkshape instead? Or are there other convertionplugins from max2ms3d out there maybe? If there is then where can I get it?

I really hope you can help me with my little problem.

btw... It's the first time I post in this forum so I hope I didn't put this thread in the wrong place. If I did then I'm sooooo sorry. x)

';,,;'

Edited by - Motherbrain on 6/7/2005 4:33:55 PM

Post Tue Jun 07, 2005 3:41 pm

Why not just go get GMAX and use the GMAX MD3 Plugins, which you can get here? It's pretty close to being Max7, and it's free

www.discreet.com

Post Tue Jun 07, 2005 4:42 pm

Um. Where here could I find the GMAX MD3 plugins? If it is in the utilities/tools list in the forum then I must be blind. xD

';,,;'

Post Tue Jun 07, 2005 5:00 pm

If you export the model as a 3ds, milkshape can import it directly- that's what I've been doing with all the models for the mod I'm working on.

Chris Bates
Lead scripter,
Stargate BFM: Freelancer

Post Tue Jun 07, 2005 5:18 pm

Aaah! Sweeeeet!
Thanks for the help cjabates!

';,,;'

Post Wed Jun 08, 2005 12:16 am

Motherbrain,

The max2sm3d_v110 plugin works just fine with max 5, one of the good things about it is that is rarely reverses faces.. at least for me so far...

Harrier

Post Wed Jun 08, 2005 8:42 am

Here is the way I do it:

From max export to md3. Its a quake format if you know. With the exporting you lose the textures but not the texture coordinates (the uvw mapping). Import the md3 in milkshape and assign textures again. It worked by me with over 50 ships.

You can download the exportmd3.dle (i believe thats the filename) for example at 3dlinks.com.

Hi

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