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Mr.Maniac

Converting weapons via 3dsmax/gmax

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Mr.Maniac

I recently posted a topic in which i was recommended to use 3dsmax for game modding, so i thought of using gmax before 3dsmax to just get an idea as both are somewhat same...

but as im new to gmax i know nothing about it i already installed kam's gta max script in gmax and i have some questions

 

1. How can i assign the textures or the material im having for my weapon.

 

2.How can i delete a part of a weapon(in blender i have to go into edit mode select the vertices and x>delete them)

 

3.Is there any "all transforms" system in gmax to keep all the origin changes u made to the weapon?

 

please let me know these things.

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Tut Greco
Posted (edited)

I don't know what gmax is, but there are student (non commercial restricted) licenses available for 3ds Max (1 year terms) which doesn't require any proof of being a student. These licenses are given out for the coming, current and 2 previous years, so in this case you can get for version 2021/2020/2019/2018. See more here: https://www.autodesk.com/education/free-software/3ds-max

 

1 - It's something that you can just look up on google, https://www.youtube.com/watch?v=4Zt4yH_9LBs

 

 

2 - If your model consists of multiple elements that were stitched together, you can press 5 for Element subobject selection mode. This lets you select an element (several polygons) at once. You can also make use of functions such as Select by Angle, where you can select an angle e.g 20 to only select polygons facing that degree from your view. You can also make use of "select by material ID" which is quite nice if you have multiple different materials assigned to the model.

 

3 - While I don't know what gmax is, but you claim it's much like 3ds Max, yes - go into the hierarchy tab and press reset transform or scale, depending on which values are not at their defaults. You can also use reset xform modifier.

https://youtu.be/4mOcOUdFM6I?t=25

 

Edited by Tut Greco
mistake

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Mr.Maniac

Ok I'll try it..

just hoping that i don't encounter further problems..

≧∇≦

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Mr.Maniac

Thanx man, its working..

But can i use blender for support program?

As blender is not popular with game modding, good import/export scripts are not being developed...

people thes days are using Kam's scripts and the reason i stopped using blender is that model doesn't loads in game which can be the fault of dragonFF so can i use gmax for conversion and blender to filter out the model(remove modifiers,dummies,bones,

bips...etc)

and instead of exporting to dff export it with the extension it originally was having(fbx---->fbx)

and then convert it into .3ds and import in gmax(as gmax doesn't supports a lot of extensions) for conversion to dff?

I know its a long one but maybe i could succeed.

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Tut Greco
7 hours ago, Mr.Maniac said:

Thanx man, its working..

But can i use blender for support program?

As blender is not popular with game modding, good import/export scripts are not being developed...

people thes days are using Kam's scripts and the reason i stopped using blender is that model doesn't loads in game which can be the fault of dragonFF so can i use gmax for conversion and blender to filter out the model(remove modifiers,dummies,bones,

bips...etc)

and instead of exporting to dff export it with the extension it originally was having(fbx---->fbx)

and then convert it into .3ds and import in gmax(as gmax doesn't supports a lot of extensions) for conversion to dff?

I know its a long one but maybe i could succeed.

The proposed workflow sounds good to me. And yes, you can use Blender for everything you want, just have to be cautious with exporting to GTA formats. DragonFF is still in the making, and to create an equally as good toolset for Blender as Max has, will take quite a lot of work. So until then, I suggest that people use the powerful tools that other applications has and in the meantime helps the DragonFF developer by contributing code or funding for the time he has to take out if his day to work on it.

 

TL;DR, you can do everything in Blender and then use gmax/max for exporting to dff. I'm glad you got it to work!

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Mr.Maniac

But is there any trick with kam's gta max script?

I tried exporting it to dff but it doesn't even export it as dff

idk what's da problem with kam's max script.

Do u know some "other way" to export?

Also is there any other program for which dff import/export plugin is made other than max or blender?

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Mr.Maniac

Yes, i did a research on zmodeler 2.2 6 and i found its a quite mixture of blender and max(the interface)which makes it quite easy to use...

but why are u not recommending it?

I've seen car editors use it.

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Tut Greco

Given you can do about the same in zmodeler as in 3ds Max, I don't see a reason to pull people into learning yet another program. It's true that it's mostly used by car modelers though.

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Mr.Maniac

Thanx for the info man.

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Mr.Maniac

But idk i can't assign multiple textures in gmax...

in blender u have all the texture which are pre-referenced and named, in max/gmax u don't have it.

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Tut Greco

In Max you have a multimaterial created for meshes which have more than 1 material assigned. It works basically the same as in Blender.

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Okashi Kamikaze

Can u tell how to convert from zmodeler?

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Mr.Maniac

I haven't used zmodeler but maybe u can try asking others by starting a topic on it

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Mr.Maniac

There is a problem even though i reset scale and transform the weapon is slightly moved from its original position after exporting(by kam's gta max script) and im using 3ds max 2010.

And how do i import/export files from RWIO by The Hero?

I don't see any i/o tab like i see of kam's.

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Tut Greco

Make sure that the pivot is aligned to the handlebar of the gun and that the rotations are facing same directions as the default gun. I've done a few weapon mods and adter ensuring these 2 I've not had any issues.

Importing/exporting dff with RWIO is done through File->Export as. It's using the same convenient method of exporting to other native file types like .obj so it has no immediate UI from maxscript unlike kam's does.

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Mr.Maniac

What do u mean by setting to handguard and rotations facing same direction as the weapon?

 

I've seen most of the converters export without resetting transforms and scale.

 

And can i fix this problem by Xform?

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Mr.Maniac

Ok, it got fixed when i setted the pivot on the center of the world :)

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