Author Topic: Exporting .gmf in 3ds Max 2010  (Read 2614 times)

Offline SkullKid2000

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Exporting .gmf in 3ds Max 2010
« on: September 17, 2009, 02:40:11 PM »
I get this error when I try to load the GabrielMax plug-in into 3ds Max 2010.

What could possibly be wrong?
Error.jpg
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Skull Kid

Offline roboman2444

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Exporting .gmf in 3ds Max 2010
« Reply #1 on: September 17, 2009, 02:41:50 PM »
It only works with 4 and 5 (maybe 8?)
I can give you 5 if you want...
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Offline SkullKid2000

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Exporting .gmf in 3ds Max 2010
« Reply #2 on: September 17, 2009, 02:43:38 PM »
Quote from: roboman2444;66684
It only works with 4 and 5 (maybe 8?)
I can give you 5 if you want...


Thanks.
Best Regards,

Skull Kid

Offline roboman2444

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Exporting .gmf in 3ds Max 2010
« Reply #3 on: September 17, 2009, 02:44:11 PM »
k pm on its way.
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Offline philetbabe

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Exporting .gmf in 3ds Max 2010
« Reply #4 on: September 17, 2009, 02:59:05 PM »
do you know if 5 works on vista ?

Offline roboman2444

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Exporting .gmf in 3ds Max 2010
« Reply #5 on: September 17, 2009, 03:00:30 PM »
idk... But if it doesn't you can get a virtual machine(suns virtualbox is the best) and run win xp with it in the virtual machine.
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Offline Trovaner

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Exporting .gmf in 3ds Max 2010
« Reply #6 on: September 17, 2009, 10:15:26 PM »
If you follow the instructions and use the associated plug-in found on the RA2Wiki, you can make GMF files using any version of 3DS Max.

Offline SkullKid2000

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Exporting .gmf in 3ds Max 2010
« Reply #7 on: September 19, 2009, 03:27:53 PM »
I wish someone could export my components into Robot Arena 2. This is too difficult for me to understand.
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Offline roboman2444

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Exporting .gmf in 3ds Max 2010
« Reply #9 on: September 19, 2009, 04:10:29 PM »
Quote from: Trovaner;66849
If you follow the instructions and use the associated plug-in found on the RA2Wiki, you can make GMF files using any version of 3DS Max.
wait... so i spent 10 hours total getting 3dsmax 5 and i can do it in any 3dsmax???
i wonder if there is one for blender?

oh plz link to it.
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Offline SkullKid2000

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Exporting .gmf in 3ds Max 2010
« Reply #10 on: September 20, 2009, 03:35:52 AM »
Quote from: Trovaner;67289
What exactly are you having problems with?


Exporting the wheels and the weapon.
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Skull Kid

Offline Trovaner

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Exporting .gmf in 3ds Max 2010
« Reply #11 on: September 20, 2009, 03:45:54 PM »
For the wheels, take a look here to see how they work. Right now, your missing the traction zone so even if you got it to export, it wouldn't work.

For the weapon, take a look here to learn how to create each component separately. Be sure to make a collision mesh for the weapons otherwise you'll have problems with lag but for some of the other components might be able to get by with using the display mesh (by setting it to "(null)" after getting it in a gmf).

To edit each component after getting the data out of 3DS Max, take a look here. You may be able to figure out what I meant by "(null)" there, as well as how to skin the component, and some other very useful tidbits.

Looking at what you posted in your other thread, all you really have left to do is: (more information about each step can be found scattered throughout the tutorials listed above)

  • Resize everything (make it smaller).
  • Highlight one component (each component needs to be in one piece) and export it using the exporter.
  • Transfer the mesh from the text file into the skeleton gmf (one gmf per component).
  • Manually add the attachment points and RBCOLLECTIONS.
  • Compile the GMF.
  • Make a text file for the component.
  • Repeat Steps 2-6 for each piece of the bot.
  • Assemble the bot in RA2 using the components you made.

If you have any questions, feel free to ask. At first it may seem overwhelming but after a while you will begin to see patterns (such as questions where you are answering 0 or 1 (which mean False and True in programing) or why the GMF is formatted the way that it is). Personally, I don't use 3DS Max but I have read and understand all the tutorials that I listed and there are many others that can answer your questions (especially when you are specific as to what your problem is).

Offline Serge

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Exporting .gmf in 3ds Max 2010
« Reply #12 on: September 28, 2009, 03:35:11 PM »
Sorry to bump a topic, but v.4.2, v.5.0 and v.5.1 won't work on anything higher than XP SP1 because of MS fidling around with ActiveX security. You may be able to run it, but you wan't be able to bake your textures, open some windows, etc.
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Offline roboman2444

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Exporting .gmf in 3ds Max 2010
« Reply #13 on: September 28, 2009, 03:37:51 PM »
it works for me...
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Offline Serge

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Exporting .gmf in 3ds Max 2010
« Reply #14 on: September 28, 2009, 04:12:19 PM »
Quote from: roboman2444;69179
it works for me...

It didn't for me. Maybe you're just spawning a cube, but that's not ****ing modeling.

http://objectmix.com/graphics/145584-problem-starting-3ds-max-5-1-after-installing-win-xp-sp2.html
http://forums.cgsociety.org/archive/index.php/t-190718.html

You'll get one of these errors sooner or later when working on a model that has more than a couple dozen of vertices.
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