3DS Max tutorials

I apologize if this has been answered already. I used the forum search feature but couldn’t find a definite answer. Are there any tutorials on how to take a 3ds max model, convert it to an X file and place it in the game folder? I have the following:

1. 3DS Max 7
2. Panda exporter version 4.6.62.0
3. Four Star Trek 3DS max 4 models which I would like to put into the game.

Thanks for any help in advance.
6,718 views 9 replies
Reply #2 Top
It must be safe to say there isn’t one available yet. Everyone must be waiting for the 1.2 patch before they put documents together?
Reply #3 Top
Well we are all anxious for the docs to be sure. I use Lightwave 3D and create the .X file that way just need to know how to implement it all. So I wait for the tutes to come rolling in..

( I recreated the DoomsDay Machine from Trek and converted it into an X file ) Theoretically I could use it in the game now but I need to figure out how the nulls are working so I can put in a hardpoint. etc.. then learn how to determine the size the ship is etc.. and everything else etc.. etc..

Once I see how they do this with the 3ds stuff I'll be able to convert and import etc with ease. ( I would replace the Terror Star with the DoomsDay Machine I want to watch it eat a planet. hehehe..)
Reply #4 Top
I wrote a tiny modding example a while ago: http://library.galciv2.com/index.aspx?m=224

maybe it can help you
Reply #5 Top
Thank you. I will take a look at it.
Reply #6 Top
I tried my luck on a new model for two days now and still get stuck at one point:
Try as I might, the game is not using the correct texture for the model.
I created the model in max - unwraped it and created a simple texture for testing.
-the model is named s0_small_0.x, the texture s0_small_0.png (size 256x256)
It looks ok in max, but as soon as I test it in game the model is textured with the Gc2 texture...EVEN when I replace the texture in the gc2/gfx/models directory (model and tex. to be used are saved in the mod folder)

whats wrong ? What could have happened between exporting to .X and getting it In-game ?
Reply #7 Top
dont rename textures. when you export from Max the texture name is written into the X-File. textured dont need to be named the same as the models...
Reply #8 Top
I've been having the same problem. The texture name within my exported .X file is "UpperSaucer", but there are no files with this name.

Anyone successfully create their own texture, and add it into the game? How did you go from the composed named texture within Max (several source .png/.gif files), to exporting the texture? Is it some specific settings in the Panda export process? Do I have to save it separately somehow?

Reply #9 Top
I got everything too (the progrem the plugin) but how you get models? from a game? from the internet? from where?