spider_ipc 0 Posted October 7, 2002 Ok, here the prob: Since SEND doesnt work, ive used the old P3D2OBJ program to covert models into .obj files so i can get them into 3dmax. After sorting them in max (rescaling and welding to create one object) ive tried saving them as .3ds and importing them into o2, who ever, when i brought them in to o2 them models had been mangled, as if a merge filter had tried to simplify them, since i thought this was because of scale I made the model as big as possible in 3d Max (2000 meter long Blackhawk anyone) yet o2 still mangled the model, any ideas on how to scale and export from 3d Max into o2 without this happening? Itd really help cos although o2 is good for modeling, its texturing interface is a little 'rustic' compared to 3d max (and i want to use Deep Paint as well) Share this post Link to post Share on other sites
SelectThis 0 Posted October 7, 2002 I've had no problems "exporting" from O2 to 3ds then back to O2 P3d format.. Here's my process to get the model out from O2. 1) use the p3d2obj tool to export each lod. 2) use Anim8or to convert the obj to 3ds To get back to P3d, 3) import into Anim8or, add dummy kfdata as required, save as 3ds again. 4) use the import 3ds (not the open) in O2. Scale I dont change at all, but from what I have seen the ratio of 3ds to p3d is around 1: 10. SelectThis Share this post Link to post Share on other sites
spider_ipc 0 Posted October 8, 2002 Nice one mate, i notaced one problem with this technique though, when you convert the .obj in Anim8tor it merges it into one model, however ive come up with this technique, : Import the .obj directly into 3dmax (using the max2obj and obj2max plugins) and you will have all the original seperate models, but cos of sumit in the p3d2obj converter you have to scale the model up about 1000000 times! (mad i know, must be a missing '.' somewhere! then the model is to scale, then it needs rotating and moving a bit, but at least its to scale and is nicely chopped up into little pieces. The only other prob i noticed is that Anim8tor cant read tga's (though it can read bmp's & gif, but i prefer tga's cos of their Alpha handling), so it renames all the textures to the texture name tag used in 3dmax, and they need to be relinked in o2, but i worked out that if you name you textures in 3dmax the same as the filename for the texture (allways a good practice to get into anyway), when you import through Anim8tor into o2, although all the textures will be missing, you just need to link the textures back to the original tga's in your mod folder and o2 will convert the textures for you. Thanks for the help mate, now if i can just get the gunner on my mh60 to work ...... Share this post Link to post Share on other sites
spider_ipc 0 Posted October 8, 2002 I might write a tut on how to do this actually, could be very handy. Share this post Link to post Share on other sites