Author Topic: Quake2 MD2 Importer / Exporter V2.0 for 3dsMax - Now Exports multiple meshes  (Read 30826 times)

Offline r1

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Quake2 MD2 Exporter V2.0 for 3dsMax

If anyone here does 3d modeling in 3ds max, this little exporter might come in handy. I need it cause WODX will soon require new models.
I've updated the original 3dsMax MD2 Exporter by Adam Barton, and added the ability to export multiple meshes based on your selection.
So now it's even easier to export all sorts of simple animations without the need for bones.
You can just key-frame various rotations and moves to do the same thing.



Download Quake2 MD2 Importer / Exporter V2.0 for 3dsMax

Original Thread

You might also need Quake 2 Modeller 0.90b to add multiple skins (if needed)
and re-export the final model into Quake 2.
http://www.fileplanet.com/8649/0/fileinfo/



Cheers  :beer:
NIN-Ruiner


« Last Edit: November 02, 2011, 05:05:55 PM by ruiner »
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Offline beanstorm

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Re: Quake2 MD2 Exporter V2.0 for 3dsMax - Now Exports multiple meshes
« Reply #1 on: September 07, 2011, 12:38:16 PM »
 :ubershock: Good job ruiner !! will this also work in maya?
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Offline r1

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Re: Quake2 MD2 Exporter V2.0 for 3dsMax - Now Exports multiple meshes
« Reply #2 on: September 07, 2011, 01:32:12 PM »
Not directly, since Maya has a different scripting language than max.
What you can do is export your Maya model as obj or fbx to get it into max, and from there just export to md2.
Or if you have Maya 2012 and Max 2012, you don't even need to export obj, but just use the new "Send to Max" command.
« Last Edit: September 07, 2011, 01:35:04 PM by ruiner »
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Offline beanstorm

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Re: Quake2 MD2 Exporter V2.0 for 3dsMax - Now Exports multiple meshes
« Reply #3 on: September 08, 2011, 06:40:32 AM »
Thanks Ruiner. I`m only a hobbyist modeller and find it easier to model the mesh in Maya and export (fbx) to Milkshape.

Welcome to TastySpleen. We need more people like you.

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Offline Jay Dolan

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Re: Quake2 MD2 Exporter V2.0 for 3dsMax - Now Exports multiple meshes
« Reply #4 on: September 12, 2011, 07:08:55 AM »
Cool stuff :) We're always struggling with handling these aging formats on the Quake2World project. We've recently overhauled the entire game to use Quake3 models and animations (as well as .obj for static meshes) -- and even .md3 is archaic and difficult to find support for these days!



Tabun's qforcer Quake3 ppm in Quake2World :)

Offline fdrjk

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Re: Quake2 MD2 Exporter V2.0 for 3dsMax - Now Exports multiple meshes
« Reply #5 on: September 12, 2011, 11:55:48 AM »
Are you ever gonna finish that damned thing? :-*
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Offline r1

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Re: Quake2 MD2 Exporter V2.0 for 3dsMax - Now Exports multiple meshes
« Reply #6 on: November 02, 2011, 04:40:17 PM »
Quake2 MD2 Importer V2.0 for 3dsMax

I've updated the original 3dsMax MD2 Importer by Chris Cookson. It probably worked fine in GMax but it had some issues in 3dsmax, mainly the UV Map wasn't placed where it should be, and the animation frames weren't always scaled to fit the timeline, especially after pressing Reset. A new feature I've added was the Bounding Box Generator which creates two transparent boxes fitted so their intersection forms a bounding box around the model and so they can be easily adjusted to exclude small protruding details like antennas etc. When finished you can output their "Top Right" and "Bottom Left" coordinates to Clipboard. You can then use these coords to setup the bounding box in your mod:

ent->solid = SOLID_BBOX;
VectorSet (ent->maxs, 11, 10, 32);
VectorSet (ent->mins, -10, -10, -23);


Or if they're exposed in override like in WODX or Lazarus you can do this:

{
 "solidstate" "3"
 "tright" "11 10 32"
 "bleft" "-10 -10 -23"
 "origin" "671 -1113 32"
 "renderfx" "32"
 "startframe" "0"
 "endframe" "4"
 "noise" "test.wav"
 "usermodel" "testobject/tris.md2"
 "classname" "model_spawn"
}




Download Quake2 MD2 Importer / Exporter V2.0 for 3dsMax

Original Thread:
http://www.netdoo.com/ninclan/board/YaBB.cgi?num=1320275879/0#0

« Last Edit: November 02, 2011, 06:06:14 PM by ruiner »
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