[Help] Max -> HL2MV

SidewinderX

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ok, I'm really lost in XSI, and it doesn't help that I have to crank my resolution way up and make the text all small... but I digress.

Can someone, who is familar with both 3DSMax and XSI quickly explain to me how to get everything transfered over, and then exported to a .smd?

This is what I've got so far.

The 3DSMax plugin max2obj.

I have a grenade, already uvw mapped and textured. I export to .obj (and I check the box for texture coordinates, etc.)

I import it into XSI.

And that's as far as I've gotten.

How do I apply the texture to the model in XSI? How to I simply render it out to verify the texture is there? And then can I just straight export to .smd?


Thanks!
 
Screw XSI. Just get an SMD exporter for max

Check http://www.maxplugins.de

I've already got a bunch of things working in HLMV

The main problem with the above SMD exporter though, is it doesnt export 3 links which HL2 supposedly (and clearly judging from CSS's animations) supports. So we really need exporters from Valve :\
 
hey,
where is the root directory for the Model Dir, Im looking but not having any luck ? thanks
oldfaq
 
If they dont support other 3D packages then they will be alienating a large portion of the modding community :(
 
oldfaq said:
hey,
where is the root directory for the Model Dir, Im looking but not having any luck ? thanks
oldfaq

well, the ones that have are in the gcf. If you make a folder in /cstrike_example_files, or whatever it is, you should be fine.
 
i'm waiting myself to export my weapons into .mdl, so i can see how they will look the modelviewer ... (they always said there will be exporters...) so i assume they will be in the next release after HL² was released, but it's a good thing they released the hammer already, this way i can start to learn and work with that, since i am also gonna try some mapping myself for our mod :)
alot of work awaits us, a great adventure i'm sure :p
 
I doubt you'll be able to export stright to .mdl. We'd like a more advanced .smd exporter so we can take advantage of the new features that the file supports..
 
there use to be a 3dmax exporter but bobthebuilder the creator got a unfortunate letter and never returned.
 
Actually I think thats just an Importer not an exporter Romeo
 
It was also not his creation...he adapted the tools from the stolen files to work... he got the unfortunate letter because he was doing something illegal.
 
Hey, anyone able to confirm whether the exporter source that came with the SDK today when compiled works for Max? If anyone has successfully done this, can you post what/how you did?

Thank you.
 
it should work for max when it's compiled.... but it needs to be compiled, and it's not as simple as opening the .cpp and htting compile. I tried that.
 
Venmoch said:
Uh I thought the SDK came with a Max Plugin...

It did, but it wasn't up to date... what I heard it was for Max 3 and available only in source code form.
 
The included source seems to miss several required header (*.h) files so it isn't possible to compile it. The code doesn't mention the max version anywhere, so I can't confirm it's for max3 (which would suck).

Perhaps they want 'the community' to make their own exporter using the source as a guideline? Either way, it's lame.
 
Dha!! It really sux... can someone post a link here when they'll find a working plug-in for MAX 7 please. Thanks
 
Max 6 too. I don't get why they would release the source. What's an average joe (me) supposed to do with uncompiled source code?

This is one of those moments when you appreciate how amazing UnrealEd and Epic are...
 
the reason they released the source instead of a compiled plugin is because it is a max 3 plugin. Not many people still use max 3, so they released the source so that some plugin writer can adapt and compil it for max 6/7.

I think the missing .h files are from the 3D Studio Max SDK...
 
I hope we get all the export options that XSI and Maya users get!
 
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