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Philip 1337
22
Years of Service
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 20th Feb 2003 20:37
Does anyone know if I can use Gmax to model my charecters?
darkCorridor
22
Years of Service
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Joined: 27th Jan 2003
Location:
Posted: 20th Feb 2003 21:18
i registered with gmax 6+ hours ago and i haven't got the code

[br]mikey
Shadow Robert
22
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 20th Feb 2003 22:57
download tempest... export as MD3 -> DarkBasic load
simple as proverbial pie

and that is odd darkCorridor, normally the code is sent by email within seconds (i loose my codes alot and ask for return codes all the time)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Kale
22
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Joined: 8th Sep 2002
Location: United Kingdom
Posted: 21st Feb 2003 02:17
to be quite honest i wouldnt waste you time with gmax, is a brilliant modeling program but there are too many issues with the md3 format (using tempest) + DBPro. Try Milkshape, or grab a cheap copy of an old version of 3dstudioMax or truespace. And stick with the *.x format for now.

What the flame does not consume, consumes the flame.
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darkCorridor
22
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Joined: 27th Jan 2003
Location:
Posted: 21st Feb 2003 11:16
lol i registered with a diff e-mail i got it now

[br]mikey
Arrow
22
Years of Service
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Joined: 1st Jan 2003
Location: United States
Posted: 21st Feb 2003 19:16
Plus if you try to sell your game that uses Gmax you have to pay heavy royalities, like $5000 or more.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
Shadow Robert
22
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 21st Feb 2003 22:32
Kale Gmax uses the exact same exporter as what is used by all the official Max versions - and is the best ... it just requires you to understand the format.

What people don't understand is for texturing an MD3 you must cut up the model into the seperate Texture Groups of the UV map - else it won't export the texture.

those UV seperated groups must then make sure they have no extra vertex nor multiple vertex instances so you have to individually click on Remove Redundant Vertex and Weld for each group.

Finally you export the animation (which as long as the texture groups export will also export because that the failsafe)

and they're exported start-end e.g a 120 frame animation
0-120

or if you want to only export 2 sets

0-30;64-120

its quite simple... personally i wouldn't care about royalties because if you make a game worth selling pop it along to a publisher even little - then let them handle the costs of that. and most here arn't likely to retail thier games, best not to kid yourself to early on.
Make your game for fun and expirence

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Murdock743
22
Years of Service
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Joined: 4th Mar 2003
Location:
Posted: 10th Mar 2003 01:51
I can only export .map in tempest help!

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