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Quetsions about Gmax

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Level 8
Joined
Aug 19, 2006
Messages
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Quetsions about Gmax [More Quetsions...Next Step]

Hello. I downloaded gmax and NeoDex .74 GMAX exporter thing to make some easy models for my map. I started with a simple cylinder. Followed - this tutorial step by step. But this tutorial is for 3dsmax 5 and I have gmax 1.2 so there are some differences in material editor. So I stuck at adding material step. Is there anyone using gmax for modeling and wants to help me and all gmax starters? Thank you for further help...
 
Last edited:
Level 8
Joined
Aug 19, 2006
Messages
185
Thanks to you, I succesfully added material. So the next step, animating. I want to add animations like stand and open (it's a door dodoad). I ran the Dex script but there was to option to add animations. (see screenshots).
I skipped animating it until someone teaches to do. I did "print listener" and then used a grabber to get the scripts. Saved it as txt file.
Code:
// 'NeoDeX Version: 0.74
Version {
	FormatVersion 800,
}
Model "Door2" {
	NumGeosets 2,
	NumBones 1,
	BlendTime 150,
	MinimumExtent { -10.0, -70.0, 0.0 },
	MaximumExtent { 10.0, 70.0, 80.0 },
	BoundsRadius 106.771,
}
Textures 1 {
	Bitmap {
		Image "texture.bmp",
	}
}
Materials 2 {
	Material {
		Layer {
			FilterMode None,
			static TextureID 0,
		}
	}
	Material {
		Layer {
			FilterMode None,
			static TextureID undefined,
		}
	}
}
Geoset  {
	Vertices 12 {
		{ 10.0, -70.0, 0.0 },
		{ 10.0, -70.0, 0.0 },
		{ 10.0, 0.0, 0.0 },
		{ 10.0, 0.0, 0.0 },
		{ -10.0, -70.0, 0.0 },
		{ -10.0, 0.0, 0.0 },
		{ 10.0, -70.0, 80.0 },
		{ 10.0, -70.0, 80.0 },
		{ 10.0, 0.0, 80.0 },
		{ 10.0, 0.0, 80.0 },
		{ -10.0, -70.0, 80.0 },
		{ -10.0, 0.0, 80.0 },
	}
	Normals 12 {
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 2.0 },
	}
	TVertices 12 {
		{ 0.0, 1.0 },
		{ 0.00495049, 0.995049 },
		{ 1.0, 1.0 },
		{ 0.995049, 0.995049 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
		{ 0.0, 1.0 },
		{ 0.00495049, 0.00495052 },
		{ 1.0, 1.0 },
		{ 0.995049, 0.00495052 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
	}
	VertexGroup {
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
	}
	Faces 1 36 {
		Triangles {
			{ 0, 4, 5, 5, 2, 0, 6, 8, 11, 11, 10, 6, 1, 3, 9, 9, 7, 1, 2, 5, 11, 11, 8, 2, 5, 4, 10, 10, 11, 5, 4, 0, 6, 6, 10, 4 },
		}
	}
	Groups 1 1 {
		Matrices { 0 },
	}
	MinimumExtent { -10.0, -70.0, 0.0 },
	MaximumExtent { 10.0, 0.0, 80.0 },
	BoundsRadius 80.6226,
	MaterialID 0,
	SelectionGroup 0,
}
Geoset  {
	Vertices 12 {
		{ 10.0, 0.0, 0.0 },
		{ 10.0, 0.0, 0.0 },
		{ 10.0, 70.0, 0.0 },
		{ 10.0, 70.0, 0.0 },
		{ -10.0, 0.0, 0.0 },
		{ -10.0, 70.0, 0.0 },
		{ 10.0, 0.0, 80.0 },
		{ 10.0, 0.0, 80.0 },
		{ 10.0, 70.0, 80.0 },
		{ 10.0, 70.0, 80.0 },
		{ -10.0, 0.0, 80.0 },
		{ -10.0, 70.0, 80.0 },
	}
	Normals 12 {
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 2.0 },
	}
	TVertices 12 {
		{ 0.0, 1.0 },
		{ 0.00490196, 0.995098 },
		{ 1.0, 1.0 },
		{ 0.995098, 0.995098 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
		{ 0.0, 1.0 },
		{ 0.00490196, 0.00490195 },
		{ 1.0, 1.0 },
		{ 0.995098, 0.00490195 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
	}
	VertexGroup {
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
	}
	Faces 1 36 {
		Triangles {
			{ 0, 4, 5, 5, 2, 0, 6, 8, 11, 11, 10, 6, 1, 3, 9, 9, 7, 1, 2, 5, 11, 11, 8, 2, 5, 4, 10, 10, 11, 5, 4, 0, 6, 6, 10, 4 },
		}
	}
	Groups 1 1 {
		Matrices { 0 },
	}
	MinimumExtent { -10.0, 0.0, 0.0 },
	MaximumExtent { 10.0, 70.0, 80.0 },
	BoundsRadius 106.771,
	MaterialID 1,
	SelectionGroup 0,
}
Bone "default_bone01" {
	ObjectId 0,
	GeosetId Multiple,
	GeosetAnimId None,
}
PivotPoints 1 {
	{ 0.0, 0.0, 0.0 },
}
// 'NeoDeX Version: 0.74
Version {
	FormatVersion 800,
}
Model "Door2" {
	NumGeosets 2,
	NumBones 1,
	BlendTime 150,
	MinimumExtent { -10.0, -70.0, 0.0 },
	MaximumExtent { 10.0, 70.0, 80.0 },
	BoundsRadius 106.771,
}
Textures 1 {
	Bitmap {
		Image "texture.bmp",
	}
}
Materials 2 {
	Material {
		Layer {
			FilterMode None,
			static TextureID 0,
		}
	}
	Material {
		Layer {
			FilterMode None,
			static TextureID undefined,
		}
	}
}
Geoset  {
	Vertices 12 {
		{ 10.0, -70.0, 0.0 },
		{ 10.0, -70.0, 0.0 },
		{ 10.0, 0.0, 0.0 },
		{ 10.0, 0.0, 0.0 },
		{ -10.0, -70.0, 0.0 },
		{ -10.0, 0.0, 0.0 },
		{ 10.0, -70.0, 80.0 },
		{ 10.0, -70.0, 80.0 },
		{ 10.0, 0.0, 80.0 },
		{ 10.0, 0.0, 80.0 },
		{ -10.0, -70.0, 80.0 },
		{ -10.0, 0.0, 80.0 },
	}
	Normals 12 {
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 2.0 },
	}
	TVertices 12 {
		{ 0.0, 1.0 },
		{ 0.00495049, 0.995049 },
		{ 1.0, 1.0 },
		{ 0.995049, 0.995049 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
		{ 0.0, 1.0 },
		{ 0.00495049, 0.00495052 },
		{ 1.0, 1.0 },
		{ 0.995049, 0.00495052 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
	}
	VertexGroup {
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
	}
	Faces 1 36 {
		Triangles {
			{ 0, 4, 5, 5, 2, 0, 6, 8, 11, 11, 10, 6, 1, 3, 9, 9, 7, 1, 2, 5, 11, 11, 8, 2, 5, 4, 10, 10, 11, 5, 4, 0, 6, 6, 10, 4 },
		}
	}
	Groups 1 1 {
		Matrices { 0 },
	}
	MinimumExtent { -10.0, -70.0, 0.0 },
	MaximumExtent { 10.0, 0.0, 80.0 },
	BoundsRadius 80.6226,
	MaterialID 0,
	SelectionGroup 0,
}
Geoset  {
	Vertices 12 {
		{ 10.0, 0.0, 0.0 },
		{ 10.0, 0.0, 0.0 },
		{ 10.0, 70.0, 0.0 },
		{ 10.0, 70.0, 0.0 },
		{ -10.0, 0.0, 0.0 },
		{ -10.0, 70.0, 0.0 },
		{ 10.0, 0.0, 80.0 },
		{ 10.0, 0.0, 80.0 },
		{ 10.0, 70.0, 80.0 },
		{ 10.0, 70.0, 80.0 },
		{ -10.0, 0.0, 80.0 },
		{ -10.0, 70.0, 80.0 },
	}
	Normals 12 {
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -1.0 },
		{ 0.0, 0.0, -2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 2.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 1.0 },
		{ 0.0, 0.0, 2.0 },
	}
	TVertices 12 {
		{ 0.0, 1.0 },
		{ 0.00490196, 0.995098 },
		{ 1.0, 1.0 },
		{ 0.995098, 0.995098 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
		{ 0.0, 1.0 },
		{ 0.00490196, 0.00490195 },
		{ 1.0, 1.0 },
		{ 0.995098, 0.00490195 },
		{ 0.0, 0.0 },
		{ 1.0, 0.0 },
	}
	VertexGroup {
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
		0,
	}
	Faces 1 36 {
		Triangles {
			{ 0, 4, 5, 5, 2, 0, 6, 8, 11, 11, 10, 6, 1, 3, 9, 9, 7, 1, 2, 5, 11, 11, 8, 2, 5, 4, 10, 10, 11, 5, 4, 0, 6, 6, 10, 4 },
		}
	}
	Groups 1 1 {
		Matrices { 0 },
	}
	MinimumExtent { -10.0, 0.0, 0.0 },
	MaximumExtent { 10.0, 70.0, 80.0 },
	BoundsRadius 106.771,
	MaterialID 1,
	SelectionGroup 0,
}
Bone "default_bone01" {
	ObjectId 0,
	GeosetId Multiple,
	GeosetAnimId None,
}
PivotPoints 1 {
	{ 0.0, 0.0, 0.0 },
}
//Export Successful!

This is how far I can do. I will save this as mdl and then convert it to mdx. But first:
How to add animations to this model?
Do I have to remove first and last lines?
(// 'NeoDeX Version: 0.74
//Export Successful!)
Do I have to change this line? If yes, what should I write here?
Image "texture.bmp",
My texture file is bmp. What should I do when importing?
I tried to convert mdl file above, to mdx but I get some errors about theese. Why?
The Errors Reason:
static TextureID undefined,
I tried to change undefined to 0 and succesfully converted it to mdx. When I open it with Wc3 Model Editor, It does not look like in gmax. Worse. Why?

Thank you for further help...
 
Last edited:
Level 8
Joined
Nov 2, 2008
Messages
206
Do I have to change this line? If yes, what should I write here?
Image "texture.bmp",
My texture file is bmp. What should I do when importing?
I tried to convert mdl file above, to mdx but I get some errors about theese. Why?
The Errors Reason:
static TextureID undefined,
I tried to change undefined to 0 and succesfully converted it to mdx. When I open it with Wc3 Model Editor, It does not look like in gmax. Worse. Why?

Thank you for further help...


and for you texture.bmp qeustion you should put the texture path. blink correct me if im wronmg but he should put wat it will b in wc3 soooo (texturename).blp and name your texture that wenever u convert it.

*edit and also for animations get this tool called warforger or somethionmg like that(search the forums) it will add animations quite easily but go ahead and convert to mdl.
 
Last edited:
Level 8
Joined
Aug 19, 2006
Messages
185
I fitted the tga texture to model, exported it, converted tga to blp, converted mdl to mdx. But even it looks fine in gmax it does not in wc3.
 

Attachments

  • ss1.PNG
    ss1.PNG
    82.6 KB · Views: 86
  • ss2.PNG
    ss2.PNG
    328.7 KB · Views: 75
Last edited:
Level 8
Joined
Aug 19, 2006
Messages
185
Wait! I think I found something. Does the textures have to be square? (64x64)
I will try now with a square texture. If it does not work again, i will post it here.

Edit: Yeahh! It was the problem, Now texture works good. Now there is only one quetsion remaining:

How to add animations? I can do it in gmax but there is no animation export option. Old script got one. Should I use old script for animating or what?
 
Last edited:
You don't add animations like before, read the NeoDex post, it tells you how to add Animation intervals.

also look for magos' gmax tutorial it should help a bit.

oh and about your problem, textures must use coordinates that be power of 2, like 256*256, 256*512, etc. Oh and yourt unwrap must be all centered in one square.
 
Level 8
Joined
Aug 19, 2006
Messages
185
I wanted to do all by myself to learn, but I can't do animating. ( I red the NeoDex thread but still cant do.) I want to add stand open close animations to this simple door. Can you do it for me? This is the only way I can learn I think. =(

Forum does not allow .gmax extension, so i made it rar.
 

Attachments

  • BarsDoorNew.mdl
    5.7 KB · Views: 64
  • wall.blp
    2.9 KB · Views: 66
  • wall.tga
    1.1 KB · Views: 56
  • barsdoor.gmax.rar
    14.4 KB · Views: 33
Yeah here it is, take a good look at what I did.

I would suggest you to look at the Track View. (Graph Editors->Track View->Open Track View) there is where I setted the note keys for the animations, look at Objects-> Notes. Also try playing with the scene so you learn more, try redoing what I did. In case you need help post here.
 

Attachments

  • barsdoor.rar
    11.7 KB · Views: 37
Level 8
Joined
Aug 19, 2006
Messages
185
Thank you so much, I will take a look.

OK. I looked it. Textures worked fine with 32x64. But there is a problem with animations.
At frame 30, it is supposed to be closed. But when you import it to game, It don't completely gets closed.

"Stand -1" animation must be Closed Door and I don't know what animation must be opening. I exported one of the blizzard's doors. It dont have open animation.
 

Attachments

  • v2.rar
    24.1 KB · Views: 37
Last edited:
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