February 21, 2009, 10:40 AM
#1
[Modding] M2TW: Gmax Converter
Author: Icedie El Guarani
Original Thread: .gmax converter?
Gmax Converter
Ok this is a short tutorial on how to convert a geometry to ms3d, but first you will need:
-Gmax
-"ms3dImportExport_ver1_1.ms" you should find it in the Twcenter some where, i am not that kind to you .
-"GMaxSLGRAB.exe" the grab tool also you find it here in the twcenter some where.
-"ascii2ms3dconverter.py" it run with python so you have to also install the python tool.
First, is your Gmax copy running properly?
Second, Click on the Modify Icon :
Click on the number sphere icon in the modify tools.
Create an sphere, then right click on it, scroll down to convert to: select editable poly.
Next create a uv map coordinate:
1- Click on Modify icon, right under it you should see the model name " Sphere01", under the model name is the Modify List, scroll down:
2- UVW map: This will enable you to take a frontal or Aereal,, or profile view of the Geometry, in another words only one side of the geometry will be seen, and the other side will be mirrored !
Next ones you have clicked on the UVW map you shold be able to see the UVW map modifier in the MESH window, see in the image number "1", as you can see is highlighted blue color to do this simply left lick on it.
Next- follow step 2 in the image by resizing the UV map coordinate frame as its shown in the image.
Under the mesh window you should find the parameter window.
Find the length and width, change the numbers until the yellow box around you geometry is bigger than the figure.
Next- after the UVW map is resized, follow this steps:
Select modify list, scroll down to Unwrap UVW and left click on it.
Next- Now the uv map window can be edited, hit edit under you mesh window
now you can see the uv map coordinates, there are more things to do here but since the objective is to succesfuly export the geometry we´ll close the uv map window and right click on the sphere. scroll down to convert to: editable mesh.
ADDING COMMENTS:
Next- we want it to add the Group type and GroupFlag in milkshape language this is the equivalent to comments.
While the geometry model is selected select edit button, scroll down to Object Properties.
Next- the Object Properties window should be visible now, then hit "User Defined "
click on the empty space and add the following lines:
grouptype = Helmet, it can also be /Head/Body/Legs/Arms/Hand/primaryactive0\1/seconadaryactive0\1/shield0" note: there should be no space after the last letter)
groupflag = 0, it can be also 1.(note: there should be no space after the last letter/number and simply hit enter)
After the number 0\1 you should hit enter then click OK
select the export geometry, then double click on the sphere name in the export geometry entry.
WARNING : THIS STEP SHOULD BE FOLLOWED NORMALLY BUT THE YOU SHOULD IGNORE THE ERROR1 AND ERROR2 THAT IS DESCRIBE HERE,
THIS ISSUE IS ONLY IF THE COMMENT IS NOT PROPERLY ADDED!
Now listen, did you know where is the grab tool, i hope you have it close by , go open the "GMaxSLGRAB.exe" now the GmaxSLHRAB window is open , go to gmax and select the grab tool bottom, you will save the sphere where you have the grab tool.
is done.
now go to your folder.
I have them in "ASCII_models"
cause there is where my "ascii2ms3dconverter.py" is placed, double click on it, and select the sphere , hit ok. your sphere.ms3d should be ready.
Now after you have complete exporting, you should follow this tutorials to add the skeleton wanted, it can be for an strat model or a battle model.
This are some useful tutorials.
How to add a Skeleton for your strat model by KnightErrant
http://www.twcenter.net/forums/showthread.php?t=139169
And How to add a Skeleton to your battle model : by Icedie of South
http://www.twcenter.net/forums/showthread.php?t=202808
Cheers
Last edited by Sir Adrian; December 25, 2013 at 08:38 AM .
Reason: updated author name
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