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Q3A .MD3 importer for 3DS max 7, gmax, or MilkShape 3D?
https://www.quake3world.com/forum/viewtopic.php?f=10&t=2810
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Author:  Magnus [ 03-29-2005 02:40 PM ]
Post subject:  Q3A .MD3 importer for 3DS max 7, gmax, or MilkShape 3D?

:mad:

I have tried the latest version of Milkshape 3D, gmax and 3DS max 7 and I just can't find a MD3 importer that works with any of them!

I found what is supposed to be an importer for MilkShape and gmax by a Chris Cookson called q3-md3. I have found three difernt tuts on how to install and use this importer, but it dosen't work!

I get the same error with 3DS max 7, MilkShape and gmax. "Wrong file format!".

Is there anyone who actually has 3DS max 7 or gmax and also is able to import Q3A MD3s?

If so what do you have as an importer plugin and where and how do I properly install it?

Thanks!

Author:  Kat [ 03-29-2005 05:36 PM ]
Post subject: 

It's quite possible that you can't use that exporter for Max 7, it was (generally) written for gmax and Max 5 irrc.

Anyway to gmax... what you need to do is load up tempest and go to it's plugins folder (or 'scripts', I can't recall off the top of me noggin). There should be a file in there called 'Exportmd3.dle' which you need to copy from the tempest plugins folder to the gmax plugins folder.

Each app has it's own installation directory, but by doing this it will allow you to use the tempest MD3 exporter in gmax - without loading up Tempest - and so long as you make the model correctly (relative to the limitations of the MD3 format itself) you shouldn't have any problems exporting.

By the way... MilkShape has it's own quite functional MD3 exporter - you *shouldn't* be trying to use an external 3rd party plugin with that app - you do have to create a *.qc file before you export though otherwsie it'll bork things up.

Author:  obsidian [ 03-29-2005 06:21 PM ]
Post subject: 

I'm using q3-md3 1.0 with 3dsMAX 6.0 SP1.

Short tutorial on using q3-md3 (hopefully it still works for 3dsMAX 7:

Install it in C:\Program Files\3dsMAX\scripts\

Start up 3dsMAX, go to the Utilities tab on the Command Panel.

Click the MAXScript button, and click on the Run Script button.

Select q3-md3.ms and OK.

In the MAXScript rollout, under Utilities, select Quake3 MD3 Import.

A new rollout should appear, click on the Import MD3 button and navigate to the MD3 that you want to open. Click OK.

Author:  Magnus [ 03-29-2005 07:01 PM ]
Post subject: 

OMFG! obsidian you so rule! It works. I am now looking at the RL in 3DS max 7!

KILLER! Now I can get some perspective on the norm of weapon, ammo, and powerup sizes, pollys and verts.

Thanks to all who came to the rescue! :icon25:

Author:  Hr.O [ 03-30-2005 09:50 AM ]
Post subject:  Re: Q3A .MD3 importer for 3DS max 7, gmax, or MilkShape 3D?

Magnus wrote:
:mad:
I get the same error with 3DS max 7, MilkShape and gmax. "Wrong file format!".

Thanks!


Funny, i allways use Milkshape to import, no plugins needed whatsoever. Although come to think, my version is rather old (3 or 4 years)

Hr.O

Author:  Kat [ 03-30-2005 10:06 AM ]
Post subject: 

Kaziganthe wrote:
importer.
Oh... that what you get for posting when half asleep.. anyway, same still applies as above.

Author:  mXB [ 04-12-2005 12:47 AM ]
Post subject: 

obsidian wrote:
I'm using q3-md3 1.0 with 3dsMAX 6.0 SP1.

Short tutorial on using q3-md3 (hopefully it still works for 3dsMAX 7:

Install it in C:\Program Files\3dsMAX\scripts\

Start up 3dsMAX, go to the Utilities tab on the Command Panel.

Click the MAXScript button, and click on the Run Script button.

Select q3-md3.ms and OK.

In the MAXScript rollout, under Utilities, select Quake3 MD3 Import.

A new rollout should appear, click on the Import MD3 button and navigate to the MD3 that you want to open. Click OK.


i searched via google for this script but couldn't find anything. can you name any source? would be really helpful :)

Author:  obsidian [ 04-12-2005 05:11 AM ]
Post subject: 

Unfortunately, Chris's host server ( http://mojo.gmaxsupport.com ) has been down for quite a while now, hopefully it'll be back online soon.

There are mirrors all over the place though, just do a google search for it and you'll find a bunch.

Here's one particular mirror:
http://www.game-editing.net/dev/sources ... thor&id=44

Author:  mXB [ 04-12-2005 06:31 AM ]
Post subject: 

thank you so much. i was looking for some way for a while now. haven't thought it might work. i'm going to test it right away.

one thing aside: i saw your shader manual and will read this as soon as i find some time. for now i'm looking for detailed cell shader documentation/explanations, even algorithm. are you into this a bit or got some reference material for this?
thanks again for your help.

- mechaXB

Author:  obsidian [ 04-12-2005 06:50 AM ]
Post subject: 

Haven't added the cel section to the shader manual yet. Look inside the cel.shader included with Q3Map2. Instructions are inside. Not very hard implementing this.

Author:  ^misantropia^ [ 04-12-2005 03:53 PM ]
Post subject: 

Hey obsidian, are you the maintainer for q3map2 right now?

Author:  obsidian [ 04-12-2005 05:44 PM ]
Post subject: 

Heh, no. Just the shader manual.

That honour is reserved for ydnar and ydnar only!

Author:  obsidian [ 04-12-2005 06:52 PM ]
Post subject: 

Well, they did exist at one point (in some of the nightlies or test branches), but have since been removed. I may remove those sections eventually.

Author:  Lenard [ 04-12-2005 07:10 PM ]
Post subject: 

Hey obsidion. Totally irrelevant, but is there a working version of ptm II somewhere? Why didn't you get your avatar back?

Totally spam.

Author:  obsidian [ 04-13-2005 05:43 AM ]
Post subject: 

This is turning into an off-topic/spam thread. Lets keep focused shall we? Either PM me or start another thread for Q3Map2 Shader Manual questions.

I haven't bothered with getting my avatar, partially due to lazyness and secondly, the admins are busy enough getting everything working again that I don't want them boggled down with trivial stuff like avatars.

Author:  seremtan [ 04-13-2005 06:45 AM ]
Post subject: 

An ASE importer/exporter for gmax would be even more handy.

Actually, a brain->editor importer would be handiest of all, cutting out the unnecessary and time-consuming brush-building work.

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