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Texturing with GMax and 3DStudio Max

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Mon Jul 19, 2004 9:10 am

Texturing with GMax and 3DStudio Max

This is a sort of tutorial, just I havn't written it.

Now you might be thinking "But GMax/3DSMax can't export to Milkshape!" which is totally true. But GMax has many tools Milkshape lacks for 3D Modelling, and it's texturing system is much MUCH more effective, albeit significantly more complex.

Now a lot of people here, ie. those who've followed Drizzt's tutorial will probably use GMax to build their model from scratch. If you don't and you're making your model straight off in Milkshape, you'll need to use an exporter/importer for another game besides Freelancer. Quake 3 is probably the best choice since Milkshape can by default export to GMax, and with the below plugin GMax can export a quake3 model to milkshape, so get this plugin and script if you don't already:

http://mojo.gmaxsupport.com/Files/plugins/ExportMD3_gmax_beta1.zip
http://mojo.gmaxsupport.com/Files/scripts/q3-md3.zip

Ok, once you've got the Quake 3 GMax exporter, install it and we're ready to roll.

...but still...

Q: Why would I want to use GMax instead of MS3D?
A: GMax allows for multple forms of mapping - cylindrical unwrap, planar, spherical, shrinkwrap etc. All forms of texture mapping not possible in Milkshape, also GMax can break texture vertices and reshape them activly which MS3D cannot. And the results speak for themself

So then...

1) Getting the model into GMax (Or 3DSMax):

If you've made your model in Milkshape, load up your model. Find "Quake 3 (MD3)" from "Menu -> File -> Export", and save it somewhere you can find it later.

Now, in Gmax, run the MD3 import script as explained in the MD3 script's readme (Usually you go "run MaxScript" from somewhere in the menu).

If you made your model in Gmax, then you're already done here so go onto step 2.


2) Texuring your model

Ok, heres the bit I didn't do (It was done my one of my mates ^_^). This tutorial is designed for 3DStudio Max and the tutorial is for texuring a Neverwinter Nights model, but I promise you 3DSMax's texturing system is precisely the same as GMax's, and the same applies to Freelancer Models.

http://webpages.charter.net/nronksr/text_tut_jupp.zip


3) Sending the model back to Milkshape

Once you're done, just use the MD3 Export Plugin you downloaded earlier, and export a new MD3 file somewhere you can find it, and reimport it into Milkshape, volia, now you can tweak it a bit more, add hardpoint nodes and export it to freelancer.

Ok this was a bit wishwashy, but if at least one person finds this useful, then I've succeded ^_^

Post Tue Jul 20, 2004 10:41 am

actually there is a plugin for 3dsmax that lets you export to ms3d if you want it let me know.

Post Tue Jul 20, 2004 2:09 pm

I want the plugin. I have one called ms3d.dle but it doesnt like my 3dsmax 6
send it to [email protected]

Post Tue Jul 20, 2004 3:07 pm

well it works with ms3d, also can you not just use 3ds? I know they are suspect due to inverting geometry but if set all the xfroms before exporting it'll be fine.

Post Tue Jul 20, 2004 6:11 pm

It would be better if Ms3d took .max. 3ds is so outdated and it screws multiple things up on me.

Post Wed Jul 21, 2004 12:15 am

There is a new one that can be downloaded from the creator and i think it resolves many conflicts such as the inverting geometry problem...


a message from firebase...

Post Wed Jul 21, 2004 8:58 am

Well you can use MD3, 3DS, LWO, DXF - whatever basiclly as along as you have some way of exporting from GMax to Milkshape, and back again without losing your texture coordinates then you've been successful at that stage, and are ready to use the tutorial.

Post Wed Jul 21, 2004 8:37 pm

I should note that there's a common problem, when exporting files from gmax to ms3d, where the mesh gets messed up. The problem is caused by the mesh being too big (not in poly count, in "physical" size)- the Tempest exporter seems to have a problem with meshes over 100 meters or so. Resize it and you'll do fine.

--------
"Pirate! I'm not a pirate. The Spanish have pirates. I'm a privateer ".

Post Thu Jul 22, 2004 6:08 pm

How do I keep my textures from looking all distorted? I make my ships textured but on some parts its so stretched it looks like stripes.

Post Tue Jul 27, 2004 7:21 am

That is because you´ve mapped the UVW co-ordinates so closely that they're occupying virtually the same pixels. If you can´t map it right from one side, then break it off into a seperate material group, and UVW map it from a different angle as explained in the tutorial.

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