Modelling for Scorched3D with 3D Studio Max

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 Post subject: Modelling for Scorched3D with 3D Studio Max
PostPosted: Fri Mar 19, 2004 12:20 pm 
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Modelling for Scorched3D is currently supported using either 3D studio max or milkshape. Milkshape is recommended as Scorched3D has better/fuller support for this format. See:- http://www.scorched3d.co.uk/phpBB2/viewtopic.php?t=552

3D Studio Max is supported via its ASCII export option (.ase files).
To properly export the models they must NOT have any matterials applied to any face, then use these settings :-
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 Post subject: Just a thought
PostPosted: Thu Mar 10, 2005 6:36 pm 
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Just a thought but how about gmax? The free substitute to 3Dmax?
since this would allow all people who aren't willing to pay to contribute.

And since its made by the people who made 3Dmax it should have the same export details no?
www4.discreet.com/gmax/
Right.....

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 Post subject: Re: Just a thought
PostPosted: Sun Mar 13, 2005 7:45 pm 
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xxswatelitexx wrote:
Just a thought but how about gmax? The free substitute to 3Dmax?
since this would allow all people who aren't willing to pay to contribute.

And since its made by the people who made 3Dmax it should have the same export details no?
www4.discreet.com/gmax/


Good idea. I did think of this since it is meant for game modelling but have not had time to look into it.


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 Post subject: Re: Just a thought
PostPosted: Tue May 03, 2005 1:49 am 
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gcamp wrote:
xxswatelitexx wrote:
Just a thought but how about gmax? The free substitute to 3Dmax?
since this would allow all people who aren't willing to pay to contribute.

And since its made by the people who made 3Dmax it should have the same export details no?
www4.discreet.com/gmax/


Good idea. I did think of this since it is meant for game modelling but have not had time to look into it.

------------
faik that wont work..you must have I think a 'agreement' with discreet to achieve that goal...i'm thinking a few thousand bucks for the privilege..then again this being a gpl game they might feel differently I dont know..

btw..why not consider blender for MODing..its gotten aLOT better and is 'free' ;-))

cheers
neighborlee


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 Post subject:
PostPosted: Sat Sep 24, 2005 7:25 am 
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Sorry if this was answered somewhere else I didn't see, but an answer should be in the sticky anyway.

I created a model in 3DSMax (v7) and followed the instructions. I got an ase file like it said, but now I dont know what to do with it. My main problem seems to be with the "<mymodel type='MilkShape'>model/model.ase</mymodel>" Do I have to change the type=Milkshape to something with 3DS? I've tried some things at random, but it isn't getting me anywhere.

Thanks in advance for your help.


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 Post subject:
PostPosted: Sat Sep 24, 2005 4:46 pm 
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I no know but I can the tank.xml and found another way that tank are listed.
example...
<tank>
<name>SA-19 GRISON (2K22 Tunguska)</name>
<catagory>Artillery</catagory>
<model type="ase">
<mesh>sa-19.ase</mesh>
<skin>sa-19.bmp</skin>
</model>

Mabye this will help. Notice there are meshs and skins.


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 Post subject: model's donot work
PostPosted: Wed Dec 21, 2005 6:33 am 
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heya i am new and was mesin in 3dsmax 7 trial and mannaged to make a neat tank off a square box and tried to put it into game but i cant get it to work i get a popup after it tries to load models in game it says 8:parse error i did everything right with these instruction's i have textures but then i read this and you say not to have textures but i dont know how to get rid of them
heres a copy of my xml
<tank>
<name>my ride</name>
<catagory>Tank</catagory>
<model type="ase">
<mesh>mcducktank.ASE</mesh>
<skin>mcducktank.bmp</skin>
</model>
</tank>

8note i will add a .max & my . ase

here file http://www.freefileupload.net/file.php?file=files/211205/1135143346/tank.zip
i got a celeron 2.93ghz 512 mb getin 1024 soon ATI AIW 9600XT w 160gig moded full tower case w full side window 4 blue fans w door w temp display & fan controller on front

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 Post subject:
PostPosted: Wed Dec 21, 2005 7:22 am 
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You have to manually edit the ase files (small changes) to get them to work properly.

I posted on this a long time ago, before we transfered the forums, so I can't search properly for the page. And it's been so long since I made an ASE model that I can't remember what the changes were.


It's buried somewhere here in the forums, but under a different username (Cameron Smith - like the minimum system reqs. post in the general forum)
Cam
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Those that understand binary and those that don't


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 Post subject:
PostPosted: Wed Dec 21, 2005 11:33 pm 
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ok thnx ill dig around the ase file :) thnx
i got a celeron 2.93ghz 512 mb getin 1024 soon ATI AIW 9600XT w 160gig moded full tower case w full side window 4 blue fans w door w temp display & fan controller on front

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 Post subject:
PostPosted: Fri May 26, 2006 3:36 am 
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I've unstickied this to clean up this forum section.


Instead, I'll make topic redirecting to the wiki for help.
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 Post subject:
PostPosted: Mon Aug 14, 2006 2:40 am 
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Err, Cam?

You still with us? ;)

cbx
To be honest, I don't fully understand that page, but it sounds like it provides the answers you need. - Deathstryker

She doesn't stimulate me mentally or physically... I need at least one of those - Anonymous

Who wrote this crap? - G. Camp


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 Post subject:
PostPosted: Mon Aug 14, 2006 3:09 am 
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Cambo probably still visits the forums. He just doesn't post much anymore. At least that's what I thought I heard from him one time.


He needs to post more though.
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 Post subject:
PostPosted: Mon Aug 14, 2006 5:28 pm 
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If you have any materials defined then the model will not work.

You need to replace the materials section with ...

Quote:
*MATERIAL_LIST {
*MATERIAL_COUNT 0
}


Also only GEOMs are supported, so if you have boolean operations or other primitives (spheres) then you will need to convert them to GEOMs (meshes) before exporting.

The milkshape support is much better, and 3DS support is only now used to load legacy models.


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 Post subject:
PostPosted: Mon Aug 14, 2006 6:14 pm 
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Kinda late on that one aren't you Gav? =P
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 Post subject:
PostPosted: Wed Aug 16, 2006 1:56 pm 
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Deathstryker wrote:
Kinda late on that one aren't you Gav? =P


Err, better late than never? :)


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