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gmax Community and Support : tips and tricks : Chris Cookson's lost exporter/importer for GMAX/3d max
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Rang3r1
New Poster
6 Posts
RE: Chris Cookson's lost exporter/importer for GMAX/3d max
Posted 26-Nov-2007 10:04 PM

If you need reliable .MAP and .MD3 exporting and importing, just get the Tempest Beta gamepack, it is on turbosquid's g-max download area.
Browser_ice
Moderator
3998 Posts
1 Product
RE: Chris Cookson's lost exporter/importer for GMAX/3d max
Posted 27-Nov-2007 7:07 PM

The MD3 update from Chris Cookson is more recent then then MD3 plugin in the Tempest gamepack.
Brooks321
New Poster
5 Posts
Things to note when using Cookson's .md3 export plugin
Posted 18-Feb-2008 11:01 AM
Modified by Brooks321 On 18-Feb-2008  11:06 AM

 
I experience some peculiarities when using the md3 exporters:

When both Cookson's ExportMD3.dle and regular md3exp.dle are in plugins folder or stdplugs folder, regular trumps Cookson.

When Cookson is in plugins and regular is in stdplugs, I get error "duplicate class id" when loading gmax, and regular trumps cookson.

When only Cookson is in plugins or stdplugs, you have no md3 option in the "file/export selected"(objects); you can only "file/export" the whole enchilada (and then gmax uses Cookson).

Therefore: if you want to export only selected objects, you must have regular in either folder, but if you are content to export the whole enchilada, you can use Cookson in either folder. It's probably less confusing to have both in the same folder to make it easier to deselect one or the other before loading gmax. I just change the extention from .dle to .junkdle to deselect.
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