nuff sayd.
3D Max .jm exporter
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mace-x
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3D Max .jm exporter
that´s it, i just cant deal with blender, i hate it!
nuff sayd.
nuff sayd.

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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p2sta
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Re: 3D Max .jm exporter
what I'm doing is export obj to blender, move pivots to right position and export .jm 
3ds max jm export is not possible at the moment and I think it will never be
3ds max jm export is not possible at the moment and I think it will never be
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mace-x
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Re: 3D Max .jm exporter
yeah, i do the exact same thing, but i still hate it so much haha.p2sta wrote:what I'm doing is export obj to blender, move pivots to right position and export .jm
3ds max jm export is not possible at the moment and I think it will never be
it´s like:
--yipeee, we are doing fun stuff in maaax!
--ok, time to put it ingame
--blender... funtime it´s over.
also dj used a modifier on my helmet (tldse2), was like a smooth in max and looked really good, altrought he did it on a portion of the model.
there´s so much that i know a shit in blender, if anyone could write a how to make your model look good ingame i´d be gratefull, the only thing i know is that i have to apply a edgesplit modifier that i know a shit what it does but fixes the shading ingame
that´s the only thing i know in blender

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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p2sta
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Re: 3D Max .jm exporter
I do edge split in max, so when I get the model to blender it looks as in max 
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mace-x
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Re: 3D Max .jm exporter
wait, there´s no edgesplit modifier in max...
or there is?
or there is?

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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p2sta
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Re: 3D Max .jm exporter
I made the edge splitting manually 
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mace-x
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Re: 3D Max .jm exporter
i know that this topic went offtopic but wpuld you mind explaining what does edgesplitting does and how do you do it in max?
thanks a lot and sorry for the spam
thanks a lot and sorry for the spam

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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p2sta
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Re: 3D Max .jm exporter
as it's your topic I think it doesn't matter 
I'm not sure what does edgesplit modfier in blender, but in max I just split edges that I want to have sharp on the model ingame, because the model ingame is smoothed into one smoothing group without making this. Basically it divide the model into polygon groups that will looks smooth just with other polygons in the same element(group) ingame....you can pretty good see it on the gaerne boots model, where buckles are not edgesplited so they looks odd, but the boot itself is, so the sharp edges still looks good
as I said I don't know blenders edesplit modifier, but I suppose the purpose should be not too different

I'm not sure what does edgesplit modfier in blender, but in max I just split edges that I want to have sharp on the model ingame, because the model ingame is smoothed into one smoothing group without making this. Basically it divide the model into polygon groups that will looks smooth just with other polygons in the same element(group) ingame....you can pretty good see it on the gaerne boots model, where buckles are not edgesplited so they looks odd, but the boot itself is, so the sharp edges still looks good
as I said I don't know blenders edesplit modifier, but I suppose the purpose should be not too different

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Wilson
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Re: 3D Max .jm exporter
Im not sure if he explained it well enough for you but all you do is, press "select by SG" then select 1. Then a little up from that on the same column click detach and make sure to check "detach to element". Now just repeat it for every smoothing group.
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mace-x
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Re: 3D Max .jm exporter
aaah, i get the concept, thanks a lot for the tip guys, never tought of it, it will become really handy! 

Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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p2sta
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Re: 3D Max .jm exporter
Wilson: that's it man
working with SG's is pretty quick, but sometimes I need to detach it different so I'm mostly selecting the polys manually 

