Hi, Its AZP. I'm just writing this because i like to help people out....Even though no one likes to help me.well n e way... if you want more stuff please post here... n can a mod please sticky this plz ...since its so helpful
here are links to some things that will help you convert your models to .OBJ , .3DS , .ASC , .LWO , .X , .DXF , .COB , and .MS3D .
Please download the files below.
.Md3 Exporter - http://www.davidhsmith.net/downloaditems/md3exp.zip *Unzip and put it in C:gmaxstdplugs - When exporting your model, if it has no animation set "the fallowing frames to 0"
Npherno - http://www.davidhsmith.net/downloaditems/NMD3C.zip *Unzip and install(if you have to) -This program will fix problems made by the .MD3 Exporter. The problem with the exporter is that some polygons may be inverted .
Lithunwrap - http://files.seriouszone.com/download.php?fileid=198 *Install this program and run it . -This program will convert .MD3 to the formats i wrote above . This program is also a UV mapper.
I thought Gmax was not meant to be able to export in those formats? Autodesk can't be very keen on the idea.
ES3D
I am very interested in this topic. By the way, my concern is MD3 format is not allow to have more than one UV per vertex. This may affect unwrapping behavior like mine. Since I saw how to fix the mesh before exporting to MD3 is to detach the object following the UV coordinates seams. However if you export in 3DS, I saw the exporter (3DSMAX version) will automatically split the mesh following the UVs seams. But the texture file name can't be longer then 8 characters. That's pretty much about the 3DS file format is created based off of the MS-DOS version of 3DS. (my apologies, if I might conclude this wrong.)
I found this link is widely useful:
http://www.jaquays.com/gameart/model_resources.html
also this link:
http://www.quake3bits.com/htm/tutorials/gmax_to_max_converting.htm
I really forgot another useful link that contains all of the scripts that is nice to use with GMAX and 3DSMAX version.
BTW, Thanks for the info. This is very useful. I am also getting into creating the Q3 map format. If this is helpful. please let me know. My e-mail is s.somkeat_@_gmail.com (please remove underscroll.)
http://beta.lancersreactor.com/t/download/download.asp?id=1676
Have fun
I found this forum by looking for a plugin or script to export from gmax to ".cob" (trueSpace ascii file format) and to ".asc" (3DSMax ascii file format) but I didn't find any information on the subject here. If someone knows where can I find this, pleeeeease, tell me at sidezr@yahoo.com or post any answer here.
Thanks to all of you...
heyz.. i need to know how u can convert ojb files into gmax files...
cuz my gmax wont get any ojb files
i have silenthunterIII and want to modefying some ships.. main file extensions are .tga & ojb
so i can repaint my ship and modyfie its turrets as example
.mdl files are 'compiled' models, and you cannot "import" them back into GMax (or any other program for that matter).
It is just like you cannot take an .exe file and "import" it into a C++ compiler (.cpp format).
In other words, you can't steal someone else work, you'll have to create your own model.