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Voxels, 3D Studio Max and GMAX... like a family...
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Apr 26, 2003 1:20 am    Post subject:  Voxels, 3D Studio Max and GMAX... like a family... Reply with quote  Mark this post and the followings unread

Ok, seriously, I've been searching through FedNET... it's a pitty that messages from Battle Lab are gone (or not showed to us, poor mortals), but I've found a cool info about conversion of .3ds and .max:

Flyby wrote:
Although I've never used ViPr's program, because it won't run properly under Win2000, I can give you some general hints :

1) Mirroring in 3dsmax
You need to be very careful using the correct mirroring tool. Although it is very convenient, the old (and most visible) mirroring tool has the nasty habit of not always working correctly. This is because it doesn't actually flip the data of the mesh, but the envelope of the mesh. This can result in errors when converting or using it as a bones structure!!!
This is why Discreet came up with the mirror modifier. This actually mirrors the vertices coords and should work in every condition!!

2) Using *.3ds models
A lot of the freeware 3ds models you can find on the net are originally made in other programs, like Lightwave or truespace, etc..
Depending on the correct implementation of their converter tools, these models may appear as if all parts are exploded. This is mainly due to incorrect data conversion. Nothing will solve the problem.
Other problems could be missing polygons or partially flipped polygons. Selecting all polygons in sub-object mode and forcing a "unify" several times might solve this. If not, try selecting the polygon groups that have the same orientation and detach them into a new mesh. flip them then and reattach them to the first object...

3) Preparing for export
I can't repeat it enough: ALWAYS collapse your stack if you're planning to export your models...This is the only good way to have a native polygon objects.

4) Checking integrity of meshes
You can check the integrity of your final mesh by using the STL-check modifier. This is a must when using repeated Booleans for example, as those often produce errors on complex meshes...



Flyby wrote:

quote:
--------------------------------------------------------------------------------
Originally posted by Eagle
How do you collapse?
--------------------------------------------------------------------------------



Several ways of doing this :

- rightclick on the object and choose "convert to: editable mesh"
- in the modifier tab, select the object in the window below the modifier list and rightclick on it. Choose "convert to : editable mesh"



quote:
--------------------------------------------------------------------------------
And what does it do exactly?
--------------------------------------------------------------------------------



MAX as well as GMAX are parametric modelers. Meaning that every object consist of interactively changeable values.
Collapsing your stack (=modeling history) condenses all the parametrical changes into an editable mesh (= collection of polygons and vertices.)
Once collapsed you can no longer change some of the parametrical values. So you only do this if you're 100% satisfied with your result, when your modeling is finished.

To give a sample:
a Box is a parametric object with height, length and width that can be changed interactively.
Collapsing the box to an editable mesh, will result in a box like object that no longer can be changed interactively. (you still can edit the vertices doh)


More info at: http://www.federationstudios.net/forums/showthread.php?s=&threadid=4425


Another interesting info on difference between the 3ds2vxl converter and Flyby's script:


Flyby wrote:

There are only 2 programs that convert 3ds >vxl in circulation :

The one ViPr made
with the following characteristics :

- is a stand alone program
- a DOS program , so only works in Win 9x or Me.
- pretty fast
- odd interface
- can use textures for coloring


And my program :
- only works for 3dsmax or gmax.
- convenient for modelers as they don't have to leave their 3D software.
- when it is out of alpha phase, it will include the correct RA2 normals !
- needs XCC mixer to convert the generated txt file to VXL.

It was never my intention to even compete with ViPr's program, but the fact that 3dsmax runs on Win2000 made it impossible for me to use it. SO...... i started to make my own script.


More info here: http://www.federationstudios.net/forums/showthread.php?s=&threadid=4425

Unfortunatelly, I couldnt find the original file with the script and some instructions on how to use it...

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PostPosted: Sat Apr 26, 2003 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

collapse is interresting, i use too the chamfer effect in gmax

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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Tue May 20, 2003 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

is there any such converters for other 3d software like cinema 3d?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 20, 2003 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really dont know... maybe google answers you...

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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Tue May 20, 2003 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, i'm playing around in gmax now, banshee where can i get your script to convert to voxel and how do i use it pls Very Happy

also i need westwood 3d export plugin, but i can't find it anywhere with google Sad

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed May 21, 2003 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread


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