3D Max .jm exporter

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mace-x
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3D Max .jm exporter

Post by mace-x »

that´s it, i just cant deal with blender, i hate it! :|
nuff sayd.
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p2sta
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Re: 3D Max .jm exporter

Post by p2sta »

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
mace-x
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Re: 3D Max .jm exporter

Post by mace-x »

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
yeah, i do the exact same thing, but i still hate it so much haha.

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 :shock:
that´s the only thing i know in blender :(
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the human stupidity and the universe are unlimited, and im not totally sure about the universe...
p2sta
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Re: 3D Max .jm exporter

Post by p2sta »

I do edge split in max, so when I get the model to blender it looks as in max ;)
mace-x
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Re: 3D Max .jm exporter

Post by mace-x »

wait, there´s no edgesplit modifier in max...
or there is?
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p2sta
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Re: 3D Max .jm exporter

Post by p2sta »

I made the edge splitting manually :)
mace-x
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Re: 3D Max .jm exporter

Post by mace-x »

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 :)
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p2sta
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Re: 3D Max .jm exporter

Post by p2sta »

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

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Wilson
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Re: 3D Max .jm exporter

Post by Wilson »

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.
mace-x
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Re: 3D Max .jm exporter

Post by mace-x »

aaah, i get the concept, thanks a lot for the tip guys, never tought of it, it will become really handy! :D
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p2sta
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Re: 3D Max .jm exporter

Post by p2sta »

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 :)
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